;-| Button Remapping |-----------------------------------------------------
[Remap]
x = a
y = b
z = z
a = x
b = c
c = y
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;AI判定
[Command]
name = "cpu1"
command = a,U,D,F,F,B,B,D,U,U
time = 1
[Command]
name = "cpu2"
command = b,U,D,F,B,F,B,D,U,D
time = 1
[Command]
name = "cpu3"
command = c,U,D,B,F,B,F,D,U,B
time = 1
[Command]
name = "cpu4"
command = x,U,D,B,F,F,B,D,U,F
time = 1
[Command]
name = "cpu5"
command = y,U,D,F,F,B,B,D,U,a
time = 1
[Command]
name = "cpu6"
command = z,U,D,F,B,F,B,D,U,b
time = 1
[Command]
name = "cpu7"
command = s,U,D,B,F,B,F,D,U,c
time = 1
[Command]
name = "cpu8"
command = b,U,D,B,F,F,B,D,U,x
time = 1
[Command]
name = "cpu9"
command = c,U,D,F,B,F,B,D,U,y
time = 1
[Command]
name = "cpuA"
command = y,U,D,B,F,B,F,D,U,z
time = 1
[Command]
name = "cpuB"
command = z,U,D,B,F,F,B,D,U,s
time = 1
[Command]
name = "cpuC"
command = U,D,F,F,B,B,D,U,a+x
time = 1
[Command]
name = "cpuD"
command = U,D,F,B,F,B,D,U,b+y
time = 1
[Command] 
name = "cpu1"
command = a,U,D,F,F,B,B,D,U,U,s
time = 1
[Command]
name = "cpu2"
command = b,U,D,F,B,F,B,D,U,D,s
time = 1
[Command]
name = "cpu3"
command = c,U,D,B,F,B,F,D,U,B,s
time = 1
[Command]
name = "cpu4"
command = x,U,D,B,F,F,B,D,U,F,s
time = 1
[Command]
name = "cpu5"
command = y,U,D,F,F,B,B,D,U,a,s
time = 1
[Command]
name = "cpu6"
command = z,U,D,F,B,F,B,D,U,b,s
time = 1
[Command]
name = "cpu7"
command = s,U,D,B,F,B,F,D,U,c,s
time = 1
[Command]
name = "cpu8"
command = b,U,D,B,F,F,B,D,U,x,s
time = 1
[Command]
name = "cpu9"
command = c,U,D,F,B,F,B,D,U,y,s
time = 1
[Command]
name = "cpuA"
command = y,U,D,B,F,B,F,D,U,z,s
time = 1
[Command]
name = "cpuB"
command = z,U,D,B,F,F,B,D,U,s,z
time = 1
[Command]
name = "cpuC"
command = U,D,F,F,B,B,D,U,a+x,s
time = 1
[Command]
name = "cpuD"
command = U,D,F,B,F,B,D,U,b+y,s
time = 1

;-| Super Motions |--------------------------------------------------------
[Command]
name = "バーニングSHINGO"
command = ~D, B, D, F, y
time = 30

[Command]
name = "バーニングSHINGO"
command = ~D, B, D, F, x
time = 30


[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, b
time = 40

[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, y
time = 40

[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, a
time = 40

[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, x
time = 40


[Command]
name = "アウェイキングブラッド"
command = ~D, F, D, F, a+b
time = 30


[Command]
name = "拘束斬り"
command = ~D, F, D, F, y
time = 30

[Command]
name = "拘束斬り"
command = ~D, F, D, F, x
time = 30


[Command]
name = "蛟"
command = ~D, B, D, F, y
time = 30

[Command]
name = "蛟"
command = ~D, B, D, F, x
time = 30


;-| Special Motions |------------------------------------------------------
[Command]
name = "ひょうが"
command = ~D, DB, B, c

[Command]
name = "ひょうが"
command = ~D, DB, B, b

[Command]
name = "ひょうが"
command = ~D, DB, B, a


[Command]
name = "体力吸収"
command = ~F,D, B, F, y
time = 30

[Command]
name = "体力吸収"
command = ~F,D, B, F, x
time = 30


[Command]
name = "血液噴出"
command = ~F,B, D, F, x+y
time = 30

[Command]
name = "巨大腕"
command = ~F, D, DF, b

[Command]
name = "巨大腕"
command = ~F, D, DF, a

[Command]
name = "巨大腕"
command = ~F, D, DF, y

[Command]
name = "巨大腕"
command = ~F, D, DF, x


[Command]
name = "堕落の刻印"
command = ~D, DF, F, b

[Command]
name = "堕落の刻印"
command = ~D, DF, F, a


[Command]
name = "飛び道具"
command = ~D, DF, F, y

[Command]
name = "飛び道具"
command = ~D, DF, F, x


[Command]
name = "絢爛たる幽鬼"
command = ~D, DB, B, y

[Command]
name = "絢爛たる幽鬼"
command = ~D, DB, B, x

[Command]
name = "血溜まり"
command = ~D, D, x

[Command]
name = "血溜まり"
command = ~D, D, y




[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

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

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


[Command]
name = "ゲージ溜め";Required (do not remove)
command = z+c
time = 1


[Command]
name = "アドガ"
command = x+y
time = 1

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

[Command]
name = "アドガ"
command = a+y
time = 1

[Command]
name = "XF"
command = z+c
time = 1


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

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

[Command]
name = "緊急回避後"
command = /$B,x+a
time = 1

[Command]
name = "緊急回避後"
command = /$B,z
time = 1

[Command]
name = "ふっ飛ばし"
command = c
time = 1

[Command]
name = "ふっ飛ばし"
command = y+b
time = 1

[Command]
name = "ストライカー"
command = a+y
time = 1


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

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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



; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;レスト・イン・ピース
[State -1, Stand Light Punch]
type = ChangeState
value = 2300
triggerall = var(59) <= 0
triggerall = command = "名称未設定"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;アウェイキングブラッド
[State -1, Stand Light Punch]
type = ChangeState
value = 2200
triggerall = var(59) <= 0
triggerall = command = "アウェイキングブラッド"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;MAX拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2150
triggerall = var(59) <= 0
triggerall = command = "拘束斬り"
triggerall = power >= 1000
triggerall = life <= 250
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2100
triggerall = var(59) <= 0
triggerall = command = "拘束斬り"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;十爪刻
[State -1, Stand Light Punch]
type = ChangeState
value = 2050
triggerall = var(59) <= 0
triggerall = command = "蛟"
triggerall = life <= 250
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;---------------------------------------------------------------------------
;蛟
[State -1, Stand Light Punch]
type = ChangeState
value = 2000
triggerall = var(59) <= 0
triggerall = command = "蛟"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;===========================================================================
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;ひょうが
[State -1, Stand Light Punch]
type = ChangeState
value = 1500
triggerall = var(59) <= 0
triggerall = command = "ひょうが"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)



;---------------------------------------------------------------------------
;体力吸収
[State -1, Stand Light Punch]
type = ChangeState
value = 1700
triggerall = var(59) <= 0
triggerall = command = "体力吸収"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;血液噴出
[State -1, Stand Light Punch]
type = ChangeState
value = 1000
triggerall = var(59) <= 0
triggerall = command = "血液噴出"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;巨大腕
[State -1, Stand Light Punch]
type = ChangeState
value = 1300
triggerall = var(59) <= 0
triggerall = command = "巨大腕"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;---------------------------------------------------------------------------
;堕落の刻印
[State -1, Stand Light Punch]
type = ChangeState
value = 1400
triggerall = var(59) <= 0
triggerall = command = "堕落の刻印"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;---------------------------------------------------------------------------
;絢爛たる幽鬼
[State -1, Stand Light Punch]
type = ChangeState
value = 1200
triggerall = var(59) <= 0
triggerall = command = "絢爛たる幽鬼"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;引っ掻き
[State -1, Stand Light Punch]
type = ChangeState
value = 1600
triggerall = var(59) <= 0
triggerall = command = "飛び道具"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;---------------------------------------------------------------------------
;血溜まり
[State -1, Stand Light Punch]
type = ChangeState
value = 1100
triggerall = var(59) <= 0
triggerall = command = "血溜まり"
triggerall = numhelper(4000)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)


;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ゲージ溜め
[State huttobasikougeki]
type = ChangeState
value = 900
triggerall = var(59) <= 0
triggerall = power < 5000
triggerall = command = "ゲージ溜め"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;ガーキャンふっ飛ばし攻撃
[State ga-kyannhuttobasikougeki]
type = ChangeState
value = 299
triggerall = var(59) <= 0
triggerall = command = "ふっ飛ばし"
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[State kuuchuuhuttobasikougeki]
type = ChangeState
value = 690
triggerall = var(59) <= 0
triggerall = command = "ふっ飛ばし"
trigger1 = statetype = A
trigger1 = stateno = 50
trigger2 = stateno = 901
trigger2 = ctrl = 1

;---------------------------------------------------------------------------
;ふっ飛ばし攻撃
[State huttobasikougeki]
type = ChangeState
value = 290
triggerall = var(59) <= 0
triggerall = command = "ふっ飛ばし"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;ガーキャンかわし移動・後
[State ga-kyannkawasiidou usiro]
type = ChangeState
value = 701
triggerall = var(59) <= 0
triggerall = command = "回避"
triggerall = command = "holdback"
triggerall = var(20) = 0
triggerall = var(21) = 0
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151

;---------------------------------------------------------------------------
;ガーキャンかわし移動・前
[State ga-kyannkawasiidou mae]
type = ChangeState
value = 700
triggerall = var(59) <= 0
triggerall = command = "回避"
triggerall = var(20) = 0
triggerall = var(21) = 0
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151

;---------------------------------------------------------------------------
;かわし移動・後
[State kawasiidou usiro]
type = ChangeState
value = 701
triggerall = var(59) <= 0
triggerall = command = "回避"
triggerall = command = "holdback"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;かわし移動・前
[State kawasiidou mae]
type = ChangeState
value = 700
triggerall = var(59) <= 0
triggerall = command = "回避"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;ダウン回避
[State daunkaihi]
type = ChangeState
value = 703
triggerall = var(59) <= 0
triggerall = var(9) >= 1
triggerall = alive
triggerall = pos y >= 0
trigger1 = stateno = 5050
trigger2 = stateno = 5071
trigger3 = stateno = 5100


;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 199
triggerall = var(59) <= 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) <= 0
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "BB"

;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) <= 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 810
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = (command = "holdfwd") ||(command = "holdback")
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2dist X < 56
trigger1 = p2statetype != A
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;釟鉄
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = (command = "holdfwd") ||(command = "holdback")
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2dist X < 56
trigger1 = p2statetype != A
trigger1 = p2movetype != H



;===========================================================================



;---------------------------------------------------------------------------
;二回引っ掻き
[State tachijakupanchi]
type = ChangeState
value = 250
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 290 && (MoveContact || MoveReversed)
trigger9 = stateno = 400 && (MoveContact || MoveReversed)
trigger10= stateno = 410 && (MoveContact || MoveReversed)
trigger11= stateno = 440 && (MoveContact || MoveReversed)

;---------------------------------------------------------------------------
;近距離立ち弱パンチ
[State tachijakupanchi]
type = ChangeState
value = 205
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X <=55 || p2bodydist x <= 10
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち弱パンチ
[State tachijakupanchi]
type = ChangeState
value = 200
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State tachikyoupanchi]
type = ChangeState
value = 215
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X <=55 || p2bodydist x <= 10
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State tachikyoupanchi]
type = ChangeState
value = 210
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;近距離立ち弱キック
[State tachijakukikku]
type = ChangeState
value = 235
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X <=55 || p2bodydist x <= 10
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち弱キック
[State tachijakukikku]
type = ChangeState
value = 230
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;近距離立ち強キック
[State ennkyoritachikyoukikku]
type = ChangeState
value = 245
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X <=55 || p2bodydist x <= 10
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち強キック
[State ennkyoritachikyoukikku]
type = ChangeState
value = 240
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State tachijakupanchi]
type = ChangeState
value = 400
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State tachijakupanchi]
type = ChangeState
value = 410
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State shagamijakukikku]
type = ChangeState
value = 430
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ強キック
[State shagamikyoukikku]
type = ChangeState
value = 440
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中弱パンチ
[State kuuchuujakupanchi]
type = ChangeState
value = 600
triggerall = var(59) <= 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno = 50
trigger2 = stateno = 901
trigger2 = ctrl = 1

;---------------------------------------------------------------------------
;空中強パンチ
[State kuuchuukyoupanchi]
type = ChangeState
value = 610
triggerall = var(59) <= 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = stateno = 50
trigger2 = stateno = 901
trigger2 = ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) <= 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = stateno = 50
trigger2 = stateno = 901
trigger2 = ctrl = 1

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) <= 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = stateno = 50
trigger2 = stateno = 901
trigger2 = ctrl = 1

;-------------------------------------------------------------------------------------------------------------
;CorpseAI
;-------------------------------------------------------------------------------------------------------------

;AI
[State -1, ON]
type = varset
triggerall = var(59) = 0
TriggerAll = RoundState = [1,2]
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpuA"
trigger11 = command = "cpuB"
trigger12 = command = "cpuC"
trigger13 = command = "cpuD"
Trigger14 = NumHelper(10000)
Trigger14 = Helper(10000),var(59)>0
Trigger15 = 1;左端にある;を外すと常時AI起動(プレイヤー操作不可になります)
V = 59
Value = 5;←この数値を変えてください(1〜5)
IgNoreHitPause = 1

;ガードレベル設定
[State -1, Guard Level]
type = VarSet
Trigger1 = 1
V = 56
value = 10;←この数値を変える(0〜10)
IgNoreHitPause = 1

;反応速度レベル設定
[State -1, Counter Speed Level]
type = VarSet
Trigger1 = 1
V = 55
value = 10;←この数値を変える(1〜10)
IgNoreHitPause = 1

;避け行動レベル設定
[State -1, Avoidance Action Level]
type = VarSet
Trigger1 = 1
V = 54
value = 10;←この数値を変える(1〜10)
IgNoreHitPause = 1

;当て身レベル設定
[State -3, Counter Attack Level]
type = VarSet
Trigger1 = 1
V = 46
value = 10;←この数値を変える(0〜10)
IgNoreHitPause = 1

;お手玉制限解除スイッチ
[State -1]
type = VarSet
Trigger1 = 1
V = 51
value = 1;←この数値を変える(0:off 1:on)
IgNoreHitPause = 1

;ゲージ増加レベル
[State -1]
type = VarSet
Trigger1 = 1
V = 48
value = 0;←この数値を変える(0〜5)
IgNoreHitPause = 1
;※1以上だと自動でゲージを増加させます。数字が大きくなるほどゲージ増加速度がアップし、5だと常時ゲージMAXになります。

;CanRecover無視設定
[State -1]
type = VarSet
Trigger1 = 1
V = 47
value = 1;←この数値を変える(0:off 1:on)
IgNoreHitPause = 1
;※1だとCanRecover条件(その攻撃が受け身可能かどうか)を無視して受け身をします。

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;設定いじるのはここまで
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

;========================================================================================================
;CorpseAI
;========================================================================================================

[State -1]
Type = ChangeState
Value = 199
TriggerAll = var(59) > 0
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = P2Life < Life
TriggerAll = Ctrl
Trigger1 = StateNo != 199
Trigger1 = PrevStateNo != 199
Trigger1 = (EnemyNear(Var(57)),StateNo >= 800)

;--------------------------------------------------------------------------------------------------------
;隙突き
;--------------------------------------------------------------------------------------------------------

;釟鉄
[State -1]
type = ChangeState
value = 800
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist <= BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < 0
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;後投げ
[State -1]
type = ChangeState
value = 810
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist > BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < 0
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;体力吸収
[State -1, Stand Light Punch]
type = ChangeState
value = 1700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -4
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 5) <= 80
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2100 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -14
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;アウェイキングブラッド
[State -1, Stand Light Punch]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -17
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(18) = [-80,-20]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(4) = [-40,-25]
trigger1 = Ctrl

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(4) = [-40,-15]
trigger1 = Ctrl

;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -4
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-30,-15]
trigger1 = Ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -8
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(9) = [-40,-25]
trigger1 = Ctrl

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 60
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -7
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 8) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(6) = [-55,-15]
trigger1 = Ctrl

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -4
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 45
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-25,-10]
trigger1 = Ctrl

;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -4
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 52
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) > 0
trigger1 = Ctrl

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -4
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 52
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-40,-25]
trigger1 = Ctrl

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -9
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 10) < 53
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(10) = [-45,-25]
trigger1 = Ctrl

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 50
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -5
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 6) < 64
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(6) = [-55,-30]
trigger1 = Ctrl

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -8
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 9) < 65
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(9) = [-45,-30]
trigger1 = Ctrl

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -5
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 6) < 68
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(6) > -5
trigger1 = Ctrl

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,37]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,65]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,37]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,65]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,37]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,65]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,37]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,65]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-7,37]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,65]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-7,37]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,65]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-7,37]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,65]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-10,27]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-10,27]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-10,27]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-10,27]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-10,27]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-10,27]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-10,27]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,55]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,55]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-15,62]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,55]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-15,62]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,55]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-15,62]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,55]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-15,62]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,55]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-15,62]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,55]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-15,62]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,55]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-15,62]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [0,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,70]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [0,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,70]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [0,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,70]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [0,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,70]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [0,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,70]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [0,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,70]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [0,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,70]

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,40]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-7,60]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,40]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-7,60]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,40]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-7,60]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,40]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,60]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,40]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,60]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,40]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,60]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,40]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,60]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -11
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-12,65]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,85]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-12,65]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,85]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-12,65]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,85]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-12,65]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,85]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-12,65]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,85]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 17 + (EnemyNear(Var(57)),const(movement.yaccel) * 17 * (17 + 1)/2)) - (Vel Y * 17 + (const(movement.yaccel) * 17 * (17 + 1)/2)) = [-12,65]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 17) - (Vel X * 17) = [-7,85]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 18 + (EnemyNear(Var(57)),const(movement.yaccel) * 18 * (18 + 1)/2)) - (Vel Y * 18 + (const(movement.yaccel) * 18 * (18 + 1)/2)) = [-12,65]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 18) - (Vel X * 18) = [-7,85]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-5,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-12,50]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-5,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-12,50]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-5,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-12,50]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-5,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-12,50]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-5,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-12,50]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-5,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-12,50]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-5,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-12,50]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-32,10]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-5,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-32,10]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-5,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-32,10]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-5,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-32,10]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-5,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-32,10]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-5,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-32,10]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-5,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-32,10]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-5,55]

;空中ふっ飛ばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 690
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -9
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist || !(Pos X > EnemyNear(Var(57)),Pos X || EnemyNear(Var(57)),Facing = -1)
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = StateNo != 106
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-15,62]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,75]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-15,62]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,75]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-15,62]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,75]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-15,62]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,75]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-15,62]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,75]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-15,62]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,75]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-15,62]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,75]

;--------------------------------------------------------------------------------------------------------
;暴れ
;--------------------------------------------------------------------------------------------------------

;釟鉄
[State -1]
type = ChangeState
value = 800
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist <= BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;後投げ
[State -1]
type = ChangeState
value = 810
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist > BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;体力吸収
[State -1, Stand Light Punch]
type = ChangeState
value = 1700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 5) <= 80
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2100 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;蛟
[State -1, Stand Light Punch]
type = ChangeState
value = 2000 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 14) < 150
TriggerAll = EnemyNear(Var(57)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(14) = [-75,-30])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;アウェイキングブラッド
[State -1, Stand Light Punch]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(18) = [-80,-20]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(4) = [-40,-25]
trigger1 = Ctrl

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(4) = [-40,-15]
trigger1 = Ctrl

;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-30,-15]
trigger1 = Ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(9) = [-40,-25]
trigger1 = Ctrl

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 60
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 8) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(6) = [-55,-15]
trigger1 = Ctrl

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 45
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-25,-10]
trigger1 = Ctrl

;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 52
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) > 0
trigger1 = Ctrl

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 52
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-40,-25]
trigger1 = Ctrl

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 10) < 53
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(10) = [-45,-25]
trigger1 = Ctrl

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 50
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 6) < 64
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(6) = [-55,-30]
trigger1 = Ctrl

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 9) < 65
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(9) = [-45,-30]
trigger1 = Ctrl

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 6) < 68
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(6) > -5
trigger1 = Ctrl

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,37]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,65]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,37]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,65]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,37]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,65]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,37]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,65]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-7,37]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,65]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-7,37]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,65]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-7,37]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,65]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-10,27]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-10,27]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-10,27]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-10,27]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-10,27]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-10,27]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-10,27]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,55]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,55]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-15,62]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,55]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-15,62]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,55]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-15,62]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,55]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-15,62]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,55]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-15,62]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,55]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-15,62]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,55]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-15,62]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [0,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,70]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [0,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,70]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [0,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,70]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [0,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,70]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [0,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,70]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [0,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,70]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [0,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,70]

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,40]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-7,60]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,40]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-7,60]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,40]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-7,60]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,40]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,60]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,40]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,60]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,40]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,60]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,40]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,60]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-12,65]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,85]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-12,65]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,85]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-12,65]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,85]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-12,65]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,85]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-12,65]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,85]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 17 + (EnemyNear(Var(57)),const(movement.yaccel) * 17 * (17 + 1)/2)) - (Vel Y * 17 + (const(movement.yaccel) * 17 * (17 + 1)/2)) = [-12,65]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 17) - (Vel X * 17) = [-7,85]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 18 + (EnemyNear(Var(57)),const(movement.yaccel) * 18 * (18 + 1)/2)) - (Vel Y * 18 + (const(movement.yaccel) * 18 * (18 + 1)/2)) = [-12,65]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 18) - (Vel X * 18) = [-7,85]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-5,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-12,50]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-5,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-12,50]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-5,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-12,50]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-5,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-12,50]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-5,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-12,50]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-5,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-12,50]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-5,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-12,50]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-32,10]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-5,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-32,10]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-5,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-32,10]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-5,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-32,10]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-5,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-32,10]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-5,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-32,10]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-5,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-32,10]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-5,55]

;空中ふっ飛ばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 690
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = StateNo != 106
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-15,62]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,75]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-15,62]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,75]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-15,62]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,75]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-15,62]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,75]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-15,62]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,75]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-15,62]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,75]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-15,62]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,75]

;--------------------------------------------------------------------------------------------------------
;切り替えし
;--------------------------------------------------------------------------------------------------------

;堕落の刻印
[State -1, Stand Light Punch]
type = ChangeState
value = 1400
TriggerAll = Var(59) > 0
TriggerAll = Random < Var(46) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA
TriggerAll = EnemyNear(Var(57)),AnimTime < -5
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
trigger1 = ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;釟鉄
[State -1]
type = ChangeState
value = 800
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist <= BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < 0
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;後投げ
[State -1]
type = ChangeState
value = 810
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist > BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < 0
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;体力吸収
[State -1, Stand Light Punch]
type = ChangeState
value = 1700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -4
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 5) <= 80
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2100 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -14
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;アウェイキングブラッド
[State -1, Stand Light Punch]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -17
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(18) = [-80,-20]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,37]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,65]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,37]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,65]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,37]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,65]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,37]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,65]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-7,37]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,65]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-7,37]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,65]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-7,37]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,65]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-10,27]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-10,27]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-10,27]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-10,27]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-10,27]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-10,27]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-10,27]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,55]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,55]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-15,62]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,55]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-15,62]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,55]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-15,62]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,55]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-15,62]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,55]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-15,62]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,55]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-15,62]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,55]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-15,62]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [0,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,70]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [0,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,70]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [0,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,70]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [0,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,70]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [0,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,70]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [0,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,70]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [0,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,70]

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,40]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-7,60]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,40]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-7,60]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,40]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-7,60]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,40]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,60]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,40]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,60]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,40]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,60]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,40]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,60]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -11
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-12,65]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,85]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-12,65]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,85]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-12,65]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,85]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-12,65]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,85]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-12,65]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,85]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 17 + (EnemyNear(Var(57)),const(movement.yaccel) * 17 * (17 + 1)/2)) - (Vel Y * 17 + (const(movement.yaccel) * 17 * (17 + 1)/2)) = [-12,65]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 17) - (Vel X * 17) = [-7,85]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 18 + (EnemyNear(Var(57)),const(movement.yaccel) * 18 * (18 + 1)/2)) - (Vel Y * 18 + (const(movement.yaccel) * 18 * (18 + 1)/2)) = [-12,65]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 18) - (Vel X * 18) = [-7,85]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -6
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-5,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-12,50]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-5,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-12,50]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-5,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-12,50]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-5,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-12,50]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-5,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-12,50]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-5,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-12,50]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-5,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-12,50]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -3
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-32,10]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-5,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-32,10]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-5,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-32,10]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-5,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-32,10]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-5,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-32,10]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-5,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-32,10]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-5,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-32,10]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-5,55]

;空中ふっ飛ばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 690
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -9
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= Var(53) || Var(55) > 10
TriggerAll = StateNo != 106
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-15,62]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,75]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-15,62]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,75]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-15,62]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,75]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-15,62]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,75]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-15,62]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,75]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-15,62]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,75]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-15,62]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,75]

;--------------------------------------------------------------------------------------------------------
;起き攻め 
;--------------------------------------------------------------------------------------------------------

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 50
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
trigger1 = Ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
trigger1 = Ctrl

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 45 + EnemyNear(Var(57)),Vel X * (5*IfElse((Pos X<=EnemyNear(Var(57)),Pos X||EnemyNear(Var(57)),Facing = 1),1,-1))
trigger1 = Ctrl

;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 52 + EnemyNear(Var(57)),Vel X * (5*IfElse((Pos X<=EnemyNear(Var(57)),Pos X||EnemyNear(Var(57)),Facing = 1),1,-1))
trigger1 = Ctrl

;血溜まり
[State -1, Stand Light Punch]
type = ChangeState
value = 1100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = NumHelper(4000) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Helper(4000),P2BodyDist X = [-30,30]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -7
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,37]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,65]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,37]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,65]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,37]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,65]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,37]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,65]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-7,37]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,65]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-7,37]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,65]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-7,37]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,65]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -7
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-10,27]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-10,27]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-10,27]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-10,27]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-10,27]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-10,27]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-10,27]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,55]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -4
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,55]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-15,62]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,55]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-15,62]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,55]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-15,62]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,55]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-15,62]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,55]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-15,62]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,55]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-15,62]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,55]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-15,62]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -7
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [0,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,70]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [0,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,70]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [0,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,70]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [0,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,70]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [0,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,70]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [0,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,70]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [0,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,70]

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -4
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,40]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-7,60]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,40]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-7,60]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,40]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-7,60]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,40]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,60]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,40]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,60]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,40]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,60]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,40]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,60]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -12
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-12,65]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,85]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-12,65]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,85]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-12,65]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,85]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-12,65]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,85]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-12,65]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,85]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 17 + (EnemyNear(Var(57)),const(movement.yaccel) * 17 * (17 + 1)/2)) - (Vel Y * 17 + (const(movement.yaccel) * 17 * (17 + 1)/2)) = [-12,65]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 17) - (Vel X * 17) = [-7,85]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 18 + (EnemyNear(Var(57)),const(movement.yaccel) * 18 * (18 + 1)/2)) - (Vel Y * 18 + (const(movement.yaccel) * 18 * (18 + 1)/2)) = [-12,65]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 18) - (Vel X * 18) = [-7,85]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -7
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-5,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-12,50]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-5,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-12,50]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-5,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-12,50]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-5,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-12,50]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-5,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-12,50]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-5,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-12,50]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-5,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-12,50]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -4
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-32,10]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-5,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-32,10]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-5,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-32,10]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-5,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-32,10]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-5,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-32,10]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-5,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-32,10]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-5,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-32,10]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-5,55]

;空中ふっ飛ばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 690
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -10
TriggerAll = !InGuardDist
TriggerAll = StateNo != 106
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-15,62]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,75]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-15,62]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,75]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-15,62]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,75]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-15,62]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,75]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-15,62]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,75]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-15,62]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,75]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-15,62]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,75]

;挑発
[State -1, Taunt]
type = ChangeState
value = 199
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = NumHelper(4000) < 5
TriggerAll = Power > 2500
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L || Var(7) = 1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
Trigger1 = Ctrl

;ゲージ溜め
[State huttobasikougeki]
type = ChangeState
value = 900
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power < PowerMax
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L || Var(7) = 1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
Trigger1 = Ctrl

[State -1]
type = ChangeState
value = 39
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 50
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(57)),AnimTime >= -15
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X <= 100
Trigger1 = Ctrl

[State -1, ダッシュ]
type = ChangeState
value = 100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateNo != [100,109]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5110,5129]
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 130
Trigger1 = Ctrl

[State -1, バックステップ]
type = ChangeState
value = 105
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = StateNo != [100,109]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),StateNo = [5110,5129]
TriggerAll = !InGuardDist
TriggerAll = BackedgeBodyDist > 60
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 60
Trigger1 = Ctrl

[State -1]
type = ChangeState
value = 19
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateNo != [100,109]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 30 || P2BodyDist X > 50
Trigger1 = Ctrl

;--------------------------------------------------------------------------------------------------------
;コンボ
;--------------------------------------------------------------------------------------------------------

;TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
;TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
;TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
;TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
;TriggerAll = Var(41):=Var(41))+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15))||1

;TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 15

;Floor(FVar(32)+Var(40)) < X
;FVar(29)+Var(41) = Y

;体力吸収
[State -1, Stand Light Punch]
type = ChangeState
value = 1700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = EnemyNear(Var(57)),StateNo != [150,159]
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 80
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 4
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55
TriggerAll = Floor(FVar(32)+Var(40)) <= 10
TriggerAll = EnemyNear(Var(57)),StateType = S || (FVar(29)+Var(41) = [-50,-40])
trigger1 = Ctrl

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 4 || (EnemyNear(Var(57)),StateNo = 4015)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55
TriggerAll = Floor(FVar(32)+Var(40)) <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-40,-15])
trigger1 = Ctrl

;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 5
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55
TriggerAll = Floor(FVar(32)+Var(40)) <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-30,-15])
trigger1 = Ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 9 || (EnemyNear(Var(57)),StateNo = 4015)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0 + Ifelse(EnemyNear(Var(57)),StateType = A&&(EnemyNear(Var(57)),Vel Y < 0||EnemyNear(Var(57)),Pos Y < -50),40,0)
TriggerAll = P2Dist X <= 55
TriggerAll = Floor(FVar(32)+Var(40)) <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-50,-15])
trigger1 = Ctrl

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 6 || (EnemyNear(Var(57)),StateNo = 4015)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-65,-15])
trigger1 = Ctrl

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 5
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 45
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-30,-10])
trigger1 = Ctrl

;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 5
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 56
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) > -10)
trigger1 = Ctrl

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 6
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 69
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) > -10)
trigger1 = Ctrl

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 10
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 55
TriggerAll = EnemyNear(Var(57)),StateType = S || (FVar(29)+Var(41) = [-55,-45])
trigger1 = Ctrl

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 9
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 65
TriggerAll = EnemyNear(Var(57)),StateType = S || (FVar(29)+Var(41) = [-45,-35])
trigger1 = Ctrl

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 5
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 55
TriggerAll = EnemyNear(Var(57)),StateType = S || (FVar(29)+Var(41) = [-40,-25])
trigger1 = Ctrl

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 6
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 67
TriggerAll = EnemyNear(Var(57)),StateType = S || (FVar(29)+Var(41) = [-45,-25])
trigger1 = Ctrl

;二回引っ掻き
[State -1, tachijakupanchi]
type = ChangeState
value = 250
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 13 || Helper(60000),Var(59) = 1
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),StateNo != 4015
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049])
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0 
TriggerAll = Floor(FVar(32)+Var(40)) < 45
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-45,-10])
trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 290 && (MoveContact || MoveReversed)
trigger9 = stateno = 400 && (MoveContact || MoveReversed)
trigger10= stateno = 410 && (MoveContact || MoveReversed)
trigger11= stateno = 440 && (MoveContact || MoveReversed)

;レスト・イン・ピース
[State -1, Stand Light Punch]
type = ChangeState
value = 2300
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Power >= 3000
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 15 || EnemyNear(Var(57)),StateNo = 4015 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(59) = 0 || (EnemyNear(Var(57)),StateType = A)
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 40 || (Floor(FVar(32)+Var(40)) = [60,100])
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) < -20) || EnemyNear(Var(57)),StateNo = 4015
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;アウェイキングブラッド
[State -1, Stand Light Punch]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Power >= 2000
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 18 || EnemyNear(Var(57)),StateNo = 4015 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(59) = 0 || (EnemyNear(Var(57)),StateType = A)
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**16)+Ceil(fvar(31)*fvar(28)**17)+Ceil(fvar(31)*fvar(28)**18)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15)+(fvar(28)*16)+(fvar(28)*17)+(fvar(28)*18))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-95,-25]) || EnemyNear(Var(57)),StateNo = 4015
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2100 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Power >= 1000
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 15 || EnemyNear(Var(57)),StateNo = 4015 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(59) = 0 || (EnemyNear(Var(57)),StateType = A)
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-55,-15]) || EnemyNear(Var(57)),StateNo = 4015
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;蛟
[State -1, Stand Light Punch]
type = ChangeState
value = 2000 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Power >= 1000
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 15 || EnemyNear(Var(57)),StateNo = 4015 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(59) = 0 || (EnemyNear(Var(57)),StateType = A)
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 150
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-75,-25]) || EnemyNear(Var(57)),StateNo = 4015
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;絢爛たる幽鬼
[State -1, Stand Light Punch]
type = ChangeState
value = 1200
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 15 || EnemyNear(Var(57)),StateNo = 4015 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(59) = 0 || (EnemyNear(Var(57)),StateType = A)
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 60
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-55,-10]) || EnemyNear(Var(57)),StateNo = 4015
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;引っ掻き
[State -1, Stand Light Punch]
type = ChangeState
value = 1600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 11 || EnemyNear(Var(57)),StateNo = 4015 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(59) = 0 || (EnemyNear(Var(57)),StateType = A)
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) < 100
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-50,-25]) || EnemyNear(Var(57)),StateNo = 4015
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;血溜まり
[State -1, Stand Light Punch]
type = ChangeState
value = 1100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(4000) > 0
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 15 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15))||1
TriggerAll = StateNo = 250 && (HitCount > 1 || animelem = 10, > 0 || Helper(60000),Var(59) = 1 || P2BodyDist X > 40) || StateNo != 250
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Helper(4000),P2BodyDist X = [-30,30]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;血液噴出
[State -1, Stand Light Punch]
type = ChangeState
value = 1000
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = NumHelper(60000)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 0 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = FVar(27) >= 4 || Helper(111112),var(0) >= 25 || Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(32) != 801
TriggerAll = Helper(60000),Var(32) != 811
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) > 0
TriggerAll = Var(40):=Ceil(fvar(31))+Ceil(fvar(31)*fvar(28)**1)+Ceil(fvar(31)*fvar(28)**2)+Ceil(fvar(31)*fvar(28)**3)+Ceil(fvar(31)*fvar(28)**4)+Ceil(fvar(31)*fvar(28)**5)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**6)+Ceil(fvar(31)*fvar(28)**7)+Ceil(fvar(31)*fvar(28)**8)+Ceil(fvar(31)*fvar(28)**9)+Ceil(fvar(31)*fvar(28)**10)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**11)+Ceil(fvar(31)*fvar(28)**12)+Ceil(fvar(31)*fvar(28)**13)+Ceil(fvar(31)*fvar(28)**14)+Ceil(fvar(31)*fvar(28)**15)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**16)+Ceil(fvar(31)*fvar(28)**17)+Ceil(fvar(31)*fvar(28)**18)+Ceil(fvar(31)*fvar(28)**19)+Ceil(fvar(31)*fvar(28)**20)||1
TriggerAll = Var(40):=Var(40)+Ceil(fvar(31)*fvar(28)**21)+Ceil(fvar(31)*fvar(28)**22)+Ceil(fvar(31)*fvar(28)**23)+Ceil(fvar(31)*fvar(28)**24)+Ceil(fvar(31)*fvar(28)**25)||1
TriggerAll = Var(41):=Ceil(fvar(34)+(fvar(28)*1)+(fvar(28)*2)+(fvar(28)*3)+(fvar(28)*4)+(fvar(28)*5)+(fvar(28)*6)+(fvar(28)*7)+(fvar(28)*8)+(fvar(28)*9)+(fvar(28)*10))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*11)+(fvar(28)*12)+(fvar(28)*13)+(fvar(28)*14)+(fvar(28)*15)+(fvar(28)*16)+(fvar(28)*17)+(fvar(28)*18)+(fvar(28)*19)+(fvar(28)*20))||1
TriggerAll = Var(41):=Var(41)+Ceil((fvar(28)*21)+(fvar(28)*22)+(fvar(28)*23)+(fvar(28)*24)+(fvar(28)*25))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(32)+Var(40)) > 80
TriggerAll = EnemyNear(Var(57)),StateType != A || (FVar(29)+Var(41) = [-55,-25])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;ひょうが
[State -1, Stand Light Punch]
type = ChangeState
value = 1500
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(59) = 1
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = EnemyNear(Var(57)),BackedgeBodyDist > EnemyNear(Var(57)),FrontedgeBodyDist
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,37]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,65]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,37]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,65]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,37]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,65]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,37]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,65]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-7,37]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,65]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-7,37]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,65]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-7,37]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,65]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-10,27]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-10,27]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-10,27]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-10,27]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-10,27]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-10,27]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-10,27]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,55]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,55]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-15,62]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,55]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-15,62]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,55]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-15,62]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,55]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-15,62]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,55]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-15,62]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,55]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-15,62]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,55]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-15,62]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [0,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,70]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [0,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,70]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [0,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,70]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [0,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,70]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [0,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,70]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [0,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,70]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [0,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,70]

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,40]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-7,60]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,40]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-7,60]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,40]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-7,60]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,40]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,60]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,40]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,60]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,40]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,60]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,40]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,60]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-12,65]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,85]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-12,65]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,85]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-12,65]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,85]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-12,65]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,85]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-12,65]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,85]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 17 + (EnemyNear(Var(57)),const(movement.yaccel) * 17 * (17 + 1)/2)) - (Vel Y * 17 + (const(movement.yaccel) * 17 * (17 + 1)/2)) = [-12,65]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 17) - (Vel X * 17) = [-7,85]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 18 + (EnemyNear(Var(57)),const(movement.yaccel) * 18 * (18 + 1)/2)) - (Vel Y * 18 + (const(movement.yaccel) * 18 * (18 + 1)/2)) = [-12,65]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 18) - (Vel X * 18) = [-7,85]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-5,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-12,50]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-5,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-12,50]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-5,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-12,50]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-5,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-12,50]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-5,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-12,50]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-5,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-12,50]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-5,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-12,50]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-32,10]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-5,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-32,10]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-5,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-32,10]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-5,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-32,10]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-5,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-32,10]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-5,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-32,10]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-5,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-32,10]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-5,55]

;空中ふっ飛ばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 690
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(50) > 8 && NumTarget(9999) = 0
TriggerAll = Var(7) = 0 || Var(51) > 0
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = StateNo != 106
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-15,62]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,75]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-15,62]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,75]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-15,62]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,75]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-15,62]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,75]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-15,62]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,75]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-15,62]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,75]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-15,62]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,75]

;ゲージ溜め
[State -1]
type = ChangeState
value = 900
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 200
TriggerAll = Power < PowerMax
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateNo = 4015 || EnemyNear(Var(57)),StateType = A && P2BodyDist X > 100 && (EnemyNear(Var(57)),GetHitVar(fall.recover) = 0)
Trigger1 = Ctrl

[State -1, ジャンプ]
type = ChangeState
value = 39
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(59) = 1
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 120
Trigger1 = Ctrl

[State -1, ダッシュ]
type = ChangeState
value = 100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateNo != [100,109]
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 50
Trigger1 = Ctrl

[State -1]
type = ChangeState
value = 19
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateNo != [100,109]
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = (Helper(60000),Var(32) != [1500,1599])
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H || MoveReversed
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 30 || P2BodyDist X > 50
Trigger1 = Ctrl

;--------------------------------------------------------------------------------------------------------
;移動 
;--------------------------------------------------------------------------------------------------------

[State -1, ジャンプ]
type = ChangeState
value = 39
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 15
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(37) != 0.5
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
triggerAll = Ctrl
trigger1   = (p2bodydist X = [40,160])||(p2bodydist X >80)
trigger1   = EnemyNear(Var(57)),movetype != H &&(EnemyNear(Var(57)),movetype = A||(p2bodydist X >80))
trigger1   = EnemyNear(Var(57)),animtime <= -30||(p2bodydist X >80)

;ひょうが
[State -1, Stand Light Punch]
type = ChangeState
value = 1500
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 25
TriggerAll = StateNo != [100,109]
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),Vel X > 0
TriggerAll = EnemyNear(Var(57)),BackedgeBodyDist > EnemyNear(Var(57)),FrontedgeBodyDist
TriggerAll = EnemyNear(Var(57)),Facing != Facing
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 130
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

[State -1, ダッシュ]
type = ChangeState
value = 100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 40
TriggerAll = StateNo != [100,109]
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != 2
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
Trigger1 = Ctrl

[State -1, バックステップ]
type = ChangeState
value = 105
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 60
TriggerAll = StateNo != [100,109]
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != 2
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = BackEdgeBodyDist > 50
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
Trigger1 = Ctrl

[State -1, 歩き]
type = ChangeState
value = 19
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 60
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = StateNo != [100,109]
Trigger1 = Ctrl

;--------------------------------------------------------------------------------------------------------
;技振り 
;--------------------------------------------------------------------------------------------------------

;ゲージ溜め
[State -1]
type = ChangeState
value = 900
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power < PowerMax
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(26) != 5
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != 2
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 150
Trigger1 = Ctrl

;釟鉄
[State -1]
type = ChangeState
value = 800
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist <= BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;後投げ
[State -1]
type = ChangeState
value = 810
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = FrontEdgeBodyDist > BackedgeBodyDist
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 1) < 56
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;体力吸収
[State -1, Stand Light Punch]
type = ChangeState
value = 1700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X - Ceil(EnemyNear(Var(57)),Vel X * 5) <= 80
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;拘束斬り
[State -1, Stand Light Punch]
type = ChangeState
value = 2100 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;蛟
[State -1, Stand Light Punch]
type = ChangeState
value = 2000 + (Life <= 250) * 50
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 14) < 150
TriggerAll = EnemyNear(Var(57)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(14) = [-75,-30])
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;アウェイキングブラッド
[State -1, Stand Light Punch]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(18) = [-80,-20]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(4) = [-40,-25]
trigger1 = Ctrl

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(4) = [-40,-15]
trigger1 = Ctrl

;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-30,-15]
trigger1 = Ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X <= 55 || P2BodyDist X <= 10
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(9) = [-40,-25]
trigger1 = Ctrl

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 60
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 8) < 55
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(6) = [-55,-15]
trigger1 = Ctrl

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 45
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-25,-10]
trigger1 = Ctrl

;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 52
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) > 0
trigger1 = Ctrl

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 5) < 52
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(5) = [-40,-25]
trigger1 = Ctrl

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 10) < 53
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(10) = [-45,-25]
trigger1 = Ctrl

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 50
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 6) < 64
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(6) = [-55,-30]
trigger1 = Ctrl

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210 + (P2Dist X <= 55) * 5
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 9) < 65
TriggerAll = EnemyNear(Var(57)),StateType = S || P2BodyDist Y + Helper(60000),FVar(9) = [-45,-30]
trigger1 = Ctrl

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
TriggerAll = Random <= (6 - Var(59)) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 6) < 68
TriggerAll = EnemyNear(Var(57)),StateType != A || P2BodyDist Y + Helper(60000),FVar(6) > -5
trigger1 = Ctrl

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,37]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,65]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,37]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,65]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,37]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,65]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,37]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,65]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-7,37]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,65]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-7,37]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,65]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-7,37]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,65]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-10,27]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-10,27]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-10,27]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-10,27]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-10,27]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-10,27]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-10,27]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,55]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,55]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-15,62]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,55]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-15,62]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,55]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-15,62]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,55]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-15,62]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,55]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-15,62]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,55]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-15,62]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,55]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-15,62]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X = 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [0,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,70]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [0,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,70]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [0,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,70]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [0,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,70]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [0,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,70]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [0,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,70]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [0,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,70]

;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-7,40]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-7,60]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-7,40]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-7,60]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-7,40]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-7,60]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-7,40]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-7,60]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-7,40]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-7,60]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-7,40]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-7,60]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-7,40]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,60]

;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-12,65]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,85]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-12,65]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,85]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-12,65]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,85]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-12,65]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,85]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-12,65]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,85]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 17 + (EnemyNear(Var(57)),const(movement.yaccel) * 17 * (17 + 1)/2)) - (Vel Y * 17 + (const(movement.yaccel) * 17 * (17 + 1)/2)) = [-12,65]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 17) - (Vel X * 17) = [-7,85]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 18 + (EnemyNear(Var(57)),const(movement.yaccel) * 18 * (18 + 1)/2)) - (Vel Y * 18 + (const(movement.yaccel) * 18 * (18 + 1)/2)) = [-12,65]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 18) - (Vel X * 18) = [-7,85]

;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-5,57]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-12,50]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-5,57]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-12,50]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-5,57]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-12,50]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-5,57]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-12,50]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-5,57]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-12,50]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-5,57]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-12,50]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-5,57]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-12,50]

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = Vel X > 0
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 4 + (EnemyNear(Var(57)),const(movement.yaccel) * 4 * (4 + 1)/2)) - (Vel Y * 4 + (const(movement.yaccel) * 4 * (4 + 1)/2)) = [-32,10]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 4) - (Vel X * 4) = [-5,55]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 5 + (EnemyNear(Var(57)),const(movement.yaccel) * 5 * (5 + 1)/2)) - (Vel Y * 5 + (const(movement.yaccel) * 5 * (5 + 1)/2)) = [-32,10]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 5) - (Vel X * 5) = [-5,55]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 6 + (EnemyNear(Var(57)),const(movement.yaccel) * 6 * (6 + 1)/2)) - (Vel Y * 6 + (const(movement.yaccel) * 6 * (6 + 1)/2)) = [-32,10]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 6) - (Vel X * 6) = [-5,55]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 7 + (EnemyNear(Var(57)),const(movement.yaccel) * 7 * (7 + 1)/2)) - (Vel Y * 7 + (const(movement.yaccel) * 7 * (7 + 1)/2)) = [-32,10]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 7) - (Vel X * 7) = [-5,55]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 8 + (EnemyNear(Var(57)),const(movement.yaccel) * 8 * (8 + 1)/2)) - (Vel Y * 8 + (const(movement.yaccel) * 8 * (8 + 1)/2)) = [-32,10]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 8) - (Vel X * 8) = [-5,55]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 9 + (EnemyNear(Var(57)),const(movement.yaccel) * 9 * (9 + 1)/2)) - (Vel Y * 9 + (const(movement.yaccel) * 9 * (9 + 1)/2)) = [-32,10]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 9) - (Vel X * 9) = [-5,55]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-32,10]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-5,55]

;空中ふっ飛ばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 690
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = StateType = A || Ctrl && StateNo = 901
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = StateNo != 106
TriggerAll = Ctrl && StateNo = 901 || StateNo = 50
Trigger1 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 10 + (EnemyNear(Var(57)),const(movement.yaccel) * 10 * (10 + 1)/2)) - (Vel Y * 10 + (const(movement.yaccel) * 10 * (10 + 1)/2)) = [-15,62]
Trigger1 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 10) - (Vel X * 10) = [-7,75]
Trigger2 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 11 + (EnemyNear(Var(57)),const(movement.yaccel) * 11 * (11 + 1)/2)) - (Vel Y * 11 + (const(movement.yaccel) * 11 * (11 + 1)/2)) = [-15,62]
Trigger2 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 11) - (Vel X * 11) = [-7,75]
Trigger3 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 12 + (EnemyNear(Var(57)),const(movement.yaccel) * 12 * (12 + 1)/2)) - (Vel Y * 12 + (const(movement.yaccel) * 12 * (12 + 1)/2)) = [-15,62]
Trigger3 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 12) - (Vel X * 12) = [-7,75]
Trigger4 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 13 + (EnemyNear(Var(57)),const(movement.yaccel) * 13 * (13 + 1)/2)) - (Vel Y * 13 + (const(movement.yaccel) * 13 * (13 + 1)/2)) = [-15,62]
Trigger4 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 13) - (Vel X * 13) = [-7,75]
Trigger5 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 14 + (EnemyNear(Var(57)),const(movement.yaccel) * 14 * (14 + 1)/2)) - (Vel Y * 14 + (const(movement.yaccel) * 14 * (14 + 1)/2)) = [-15,62]
Trigger5 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 14) - (Vel X * 14) = [-7,75]
Trigger6 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 15 + (EnemyNear(Var(57)),const(movement.yaccel) * 15 * (15 + 1)/2)) - (Vel Y * 15 + (const(movement.yaccel) * 15 * (15 + 1)/2)) = [-15,62]
Trigger6 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 15) - (Vel X * 15) = [-7,75]
Trigger7 = P2Dist Y + (EnemyNear(Var(57)),Vel Y * 16 + (EnemyNear(Var(57)),const(movement.yaccel) * 16 * (16 + 1)/2)) - (Vel Y * 16 + (const(movement.yaccel) * 16 * (16 + 1)/2)) = [-15,62]
Trigger7 = P2Dist X - (EnemyNear(Var(57)),Vel X * IfElse(EnemyNear(Var(57)),Facing=Facing,-1,1) * 16) - (Vel X * 16) = [-7,75]

;血液噴出
[State -1, Stand Light Punch]
type = ChangeState
value = 1000
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 50
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 150
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;血溜まり
[State -1, Stand Light Punch]
type = ChangeState
value = 1100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100
TriggerAll = NumHelper(4000) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Helper(4000),P2BodyDist X = [-30,30]
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;巨大腕
[State -1, Stand Light Punch]
type = ChangeState
value = 1300
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = FVar(36) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 130
Trigger1 = Ctrl
trigger2 = stateno = 200 && (MoveContact || MoveReversed)
trigger3 = stateno = 205 && (MoveContact || MoveReversed)
trigger4 = stateno = 215 && (MoveContact || MoveReversed)
trigger5 = stateno = 230 && (MoveContact || MoveReversed)
trigger6 = stateno = 235 && (MoveContact || MoveReversed)
trigger7 = stateno = 245 && (MoveContact || MoveReversed)
trigger8 = stateno = 250 && (MoveContact || MoveReversed)
trigger9 = stateno = 290 && (MoveContact || MoveReversed)
trigger10= stateno = 400 && (MoveContact || MoveReversed)
trigger11= stateno = 410 && (MoveContact || MoveReversed)
trigger12= stateno = 440 && (MoveContact || MoveReversed)

;--------------------------------------------------------------------------------------------------------
;ガード 
;--------------------------------------------------------------------------------------------------------

;ダウン回避
[State -1]
Type = ChangeState
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(59) * 100 || Var(47)
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
triggerall = var(9) >= 1
triggerall = CanRecover || Var(47)
triggerall = pos y >= 0
trigger1 = stateno = 5050
trigger2 = stateno = 5071
trigger3 = stateno = 5100
Value = 703

[State -1, 緊急回避動作（前）]
type = ChangeState
value = 700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = Helper(60000),Var(36) = 2
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
Trigger1 = Ctrl

[State -1, 緊急回避動作（前）]
type = ChangeState
value = 700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),AnimTime < -19
TriggerAll = EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),Vel X > 0 || EnemyNear(Var(57)),StateType = A || BackedgeBodydist < 70 && P2BodyDist X < 50
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

[State -1, 緊急回避動作（後）]
type = ChangeState
value = 701
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -9
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

;ガーキャン緊急回避・前
[State -1]
type = changestate
value = 700
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = Power >= 2000 - (Life<LifeMax*0.5)*1000 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),AnimTime < -19
TriggerAll = EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),Vel X > 0 || EnemyNear(Var(57)),StateType = A || BackedgeBodydist < 70 && P2BodyDist X < 50
TriggerAll = !EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
trigger1 = StateNo = 150 || StateNo = 151

;ガーキャン緊急回避・後
[State -1]
type = changestate
value = 701
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = Power >= 2000 - (Life<LifeMax*0.5)*1000 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),AnimTime < -9
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
trigger1 = StateNo = 150 || StateNo = 151

;ガードキャンセルぶっ飛ばし攻撃
[State -1]
type = changestate
value = 299
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = Power > 2000 - (Life<LifeMax*0.4)*1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A && EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA
TriggerAll = EnemyNear(Var(57)),AnimTime < -7
TriggerAll = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 60
TriggerAll = P2BodyDist Y > -50
trigger1 = StateNo = 150 || StateNo = 151

;ガー不避け
[State -1]
type = ChangeState
value = 100
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
triggerall = (Fvar(38) = [3,4])
triggerall = EnemyNear(Var(57)),HitdefAttr != SCA,AT
triggerall = EnemyNear(Var(57)),AnimTime < -5
triggerall = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

;ガー不避け
[State -1]
type = ChangeState
value = 105
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = BackEdgeBodyDist > 70
TriggerAll = EnemyNear(Var(57)),MoveType = A
triggerall = EnemyNear(Var(57)),HitdefAttr = SCA,AT
triggerall = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

;ガー不避け
[State -1]
type = ChangeState
value = 39
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),MoveType = A
triggerall = EnemyNear(Var(57)),HitdefAttr = SCA,AT
triggerall = !EnemyNear(Var(57)),Ctrl
TriggerAll = InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

[State -1,ガード始動]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0
TriggerAll = Random <= Var(56) * 100
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Ctrl || StateNo = [100,101]
Trigger1 = Inguarddist
Trigger2 = NumHelper(60000)
Trigger2 = Helper(60000),Inguarddist
Trigger3 = !Inguarddist && fvar(37) = 5
IgnoreHitPause = 1

