[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z

[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s


[Defaults]
command.time = 15

command.buffer.time = 1

[Command]
name = "finish"
command = F,D F,D , a
time = 40

[Command]
name = "finish2"
command = F,D F,D , b
time = 40

[Command]
name = "finish3"
command = F,D F,D , c
time = 40

[Command]
name = "senpu"
command =  D,B , a
time = 25

[Command]
name = "senpu2"
command =  D,B , b
time = 25

[Command]
name = "syoryu"
command =  F,D , a
time = 25

[Command]
name = "syoryu2"
command =  F,D , b
time = 25

[Command]
name = "syoryu3"
command =  F,D , c
time = 25

[Command]
name = "hado4"
command = ~D,F, x+y+z
time = 25

[Command]
name = "hado1"
command = ~D,F, x
time = 25

[Command]
name = "hado2"
command = ~D,F, y
time = 25

[Command]
name = "hado3"
command = ~D,F, z
time = 25




[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 = "holda"
Command = /$a
Time = 1
[Command]
Name = "holdb"
Command = /$b
Time = 1
[Command]
Name = "holdc"
Command = /$c
Time = 1



[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10



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



[Command]
name = "down_a"
command = /$D,a
time = 1

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



[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 = "hold_c"
command = /c




[Command]
name = "holdfwd"   ;必須コマンド名
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1



[Statedef -1]



[State -1,1];ふぃにーしゅa
type = ChangeState
value = 3000
triggerall = StateNo!=700
triggerall = var(59) = 0
;triggerall = life <500
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 2000
trigger1 = command = "finish"


[State -1,1];ふぃにーしゅb
type = ChangeState
value = 3010
triggerall = StateNo!=700
triggerall = var(59) = 0
;triggerall = life <500
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 2500
trigger1 = command = "finish2"

[State -1,1];ふぃにーしゅc
type = ChangeState
value = 3020
triggerall = StateNo!=700
triggerall = var(59) = 0
;triggerall = life <500
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 3000
trigger1 = command = "finish3"

[State -1,2];グルービィー
type = ChangeState
value = 1200
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
trigger1 = command = "syoryu"


[State -1,3];グルービィー
type = ChangeState
value = 1201
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
trigger1 = command = "syoryu2"


[State -1,4];グルービィー
type = ChangeState
value = 1202
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
trigger1 = command = "syoryu3"

[State -1,5];ファンキーウェイブ
type = ChangeState
value = 1300
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 1000
Triggerall=Numhelper(6000)=0
trigger1 = command = "hado1"

[State -1,5];ファンキーウェイブ
type = ChangeState
value = 1301
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 1000
Triggerall=Numhelper(6000)=0
trigger1 = command = "hado2"

[State -1,5];ファンキーウェイブ
type = ChangeState
value = 1302
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 1000
Triggerall=numhelper(6000)=0
trigger1 = command = "hado3"

[State -1,5];ファンキーウェイブ
type = ChangeState
value = 1303
triggerall = StateNo!=700
triggerall = var(59) = 0
Triggerall=StateType!=A&&RoundState=2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = power >= 1000
Triggerall=Numhelper(6000)
trigger1 = command = "hado4"
[State -1,6];リップルターン
Type = ChangeState
triggerall = StateNo!=700
triggerall = var(59) = 0
triggerall=StateType!=A&&(Ctrl||(Time<2&&StateNo=[200,399]))&&RoundState=2
Trigger1=Command="senpu"
Value = 1100

[State -1,6];リップルターン
Type = ChangeState
triggerall = var(59) = 0
triggerall=StateType!=A&&(Ctrl||(Time<2&&StateNo=[200,399]))&&RoundState=2
triggerall = StateNo!=700

Trigger1=Command="senpu2"
Value = 1101

[State -1,8];サーフビート
type = ChangeState
value = 1000
triggerall = var(59) = 0
Triggerall=numhelper(6000)=0
triggerall = StateNo!=700
Triggerall=StateType!=A&&(Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0)&&RoundState=2
trigger1 = command = "x"

[State -1,8];サーフビート
type = ChangeState
value = 1001
triggerall = StateNo!=700
Triggerall=numhelper(6000)=0
triggerall = var(59) = 0
Triggerall=StateType!=A&&(Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0)&&RoundState=2
trigger1 = command = "y"

[State -1,8];サーフビート
type = ChangeState
value = 1002
triggerall = StateNo!=700
Triggerall=numhelper(6000)=0
triggerall = var(59) = 0
Triggerall=StateType!=A&&(Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0)&&RoundState=2
trigger1 = command = "z"



[State -1,10];立ち弱攻撃　
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = (command = "a")&& (command != "holddown")
triggerall = StateNo!=700
trigger1 = statetype =S
Trigger1 = Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0


[State -1,210];立ち中攻撃　
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = (command = "b")&& (command != "holddown")
triggerall = StateNo!=700
trigger1 = Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
trigger1 = statetype = S

[State -1,300];しゃがみ弱攻撃
type = ChangeState
value = 300
triggerall = StateNo!=700
triggerall = var(59) = 0
triggerall = (command = "a")&& (command = "holddown")
trigger1 = statetype = C
Trigger1= Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0

[State -1,11];しゃがみ中攻撃
type = ChangeState
value = 310
triggerall = var(59) = 0
triggerall = (command = "b")&& (command = "holddown")
triggerall = StateNo!=700
Trigger1 =Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
trigger1 = statetype = C

[State -1,11];しゃがみ大攻撃
type = ChangeState
value = 320
triggerall = var(59) = 0
triggerall = (command = "c")&& (command = "holddown")
triggerall = StateNo!=700
Trigger1 = Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
trigger1 = statetype = C

[State -1,400];空中弱攻撃
type = ChangeState
value = 400
triggerall = StateNo!=700
triggerall = var(59) = 0
triggerall = (command = "a")||(command = "x")
trigger1 =  StateType  =A
trigger1 = Ctrl


[State -1,410];空中中攻撃
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = (command = "b")||(command = "y")
triggerall = StateNo!=700
trigger1 =  Ctrl
trigger1 = statetype = A

[State -1,420];空中大攻撃
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = (command = "c")||(command = "z")
triggerall = StateNo!=700
trigger1 =  Ctrl
trigger1 = statetype = A

[State -1,13];挑発
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

[State -1,14];
type = ChangeState
value = 900
triggerall = var(59) = 0
triggerall = (command = "c")
triggerall =stateno=20
trigger1 = statetype != A && ctrl && P2BodyDist X<65 && Var(30) != 1 && RoundState = 2

[State -1,14];踊る
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall =stateno!=20
triggerall = (command = "hold_c")&& (command != "holddown")
trigger1 = statetype != A && ctrl

[State -1, ai]
type = varset
triggerall = var(59) = 0
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
;trigger52 = 1
var(59) = 1

[State -3]
type = ChangeState
triggerall = var(59) = 1&& RoundState = 2
triggerall = Random < 50
Trigger1=Numhelper(6000)
trigger1 = statetype != A 
trigger1 = ctrl
Value =700
[State -3]
type = ChangeState
triggerall = var(59) = 1
triggerall = stateno=700
trigger1 = time>61
trigger1 =random<300
Value = 701

[State -1,]
Type = ChangeState
triggerall = var(59) = 1 && statetype != A && RoundState = 2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&Pos Y<=0
triggerall = StateNo!=700
Trigger1 = (p2statetype=C&&p2statetype =S)&&(p2bodydist X =[-10,30])&&movehit
Trigger2 = p2statetype !=L&&(p2bodydist X =[-10,30])&&life<500&&p2movetype=A
Trigger3 = (p2statetype =A)&&(p2bodydist X =[-10,60])
Value = 1200+random%3


[State -1,14];
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall =stateno=20&&P2BodyDist X<65&&p2statetype != A&&p2statetype != L
triggerall =life<500
trigger1 = statetype != A && ctrl && Var(30) != 1



[State -1,]
Type = ChangeState
triggerall = var(59) = 1 && statetype != A && RoundState = 2
triggerall = StateNo!=700
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&Pos Y<=0&&MoveType=H
Trigger1 = p2bodydist X =[-10,10]
Trigger1 = p2bodydist Y =[-10,10]
Trigger1 = p2statetype !=A
Value = IfElse(Random>500,IfElse(Random>500,210,320),200)

[State -1,]
Type = ChangeState
triggerall = var(59) = 1 && statetype != A && RoundState = 2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = StateNo!=700
Trigger1 =p2bodydist X =[10,30]
Trigger1 = p2statetype !=A
Value = IfElse(Random>500,310,300)

[State -1,]
Type = ChangeState
triggerall = var(59) = 1 && statetype != A && RoundState = 2
triggerall = StateNo!=700
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
Trigger1 = p2bodydist X =[0,20]
Trigger1 = p2statetype !=A
Trigger1 = power>=2000
Value = IfElse(power>=3000,3020,IfElse(power>=2500,3010,3000))





[State -1,]
Type = ChangeState
triggerall = var(59) = 1
Triggerall = StateType = A && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0))  && (RoundState = 2) && Var(30) != 1
Trigger1 =(p2bodydist X =[0,60])&&p2statetype=A
Trigger2 =(p2bodydist X =[0,60])&&vel Y>=0
Value = IfElse(p2bodydist Y>0,420,410)

[State -1,]
Type = ChangeState
triggerall = var(59) = 1
Triggerall = StateType = A && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && RoundState = 2 && Var(30) != 1
Trigger1 =(p2bodydist X =[-40,70])&&(p2statetype=S||p2statetype=C)&&vel Y>=2
Trigger2 =(p2bodydist X =[-40,60])&&p2statetype!=L
Value = 400

[State -1,]
Type = ChangeState
triggerall = var(59) = 1
Trigger1 =  (p2bodydist X =[40,90])&& StateType != A && (Ctrl||stateno=20) && RoundState = 2
Trigger1 =  p2statetype != A && (p2movetype != H||enemynear,NumProj>=1) && enemynear,vel X >=0
Trigger2 =  (p2bodydist X =[90,320])&& StateType != A && (Ctrl||stateno=20) && RoundState = 2
Trigger2 =  p2statetype != A && p2movetype = A && ((life >= p2life||life>=500)||random<=200)
Trigger3 =  (p2bodydist X =[-40,40])&& StateType != A && (Ctrl||stateno=20) && RoundState = 2
Trigger3 =  p2statetype = L&&BackEdgeBodyDist > 30
Value = 40

[state -1, ]
type = StateTypeSet
triggerall = RoundState = 2 && var(59) = 1
triggerall = ctrl && StateType != A && p2statetype = A
trigger1 = Enemy, HitDefAttr = SCA, AA, SA ,HA ,AP, SP, HP
trigger1 = P2BodyDist X <= 50
trigger2 = P2BodyDist X >= 50
trigger1 = EnemyNear, MoveType = A || p2movetype = A
trigger2 = InGuardDist = 1 || Enemy, NumProj >= 1 || p2movetype = A
StateType = C
Physics = C


[State -1,]
Type = ChangeState
triggerall = var(59) = 1&&!(p2statetype=A&&vel X>0)&& RoundState = 2
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
Triggerall=RoundState=2
triggerall = StateNo!=700
Triggerall=StateType!=A
Triggerall=numhelper(6000)=0
Trigger1 = p2bodydist X >=80 &&p2life<=100
Trigger2 = p2bodydist X >=80 && p2movetype!=A
Trigger3 = p2bodydist X >=80 && p2movetype=A&&life>500
Value = IfElse(Random<500,700,IfElse(power>1000&&Random<100,1300+(Random%4),1000+(Random%3)))


[State -1,]
Type = ChangeState
triggerall = var(59) = 1 && statetype != A 
Triggerall=Ctrl||(Time<2&&StateNo=[200,399])&&MoveType=H&&HitShakeOver&&Pos Y<=0
triggerall = StateNo!=700
Trigger1 = p2bodydist X >70
Trigger1 = random <=700 && p2bodydist X >=80 && (p2statetype != C||enemynear,NumProj>=1)
Value = 1101
[State -1,]
Type = ChangeState
Triggerall=life>500
triggerall = var(59) = 1 && random<500 && RoundState = 2
Triggerall = StateType != A && Ctrl  && RoundState = 2
Trigger1 = p2movetype!=A&&(p2statetype =S||p2statetype=A)&&(P2BodyDist X<(46*Const(Size.XScale)))
Value = IfElse(Random<200,1101,700)


[State -3]
type = ChangeState
triggerall = StateNo!=700 && RoundState = 2
triggerall = var(59) = 1
triggerall = ctrl 
triggerall = p2movetype = A 
triggerall = statetype!=A
triggerall = inguarddist
trigger1 = enemy,hitdefattr = SCA, NA, SA, HA, NP, SP, HP
trigger2 = enemy,numhelper > 0 || enemy,numproj > 0
Value = IfElse(Random<100,700,120)

[State -3]
type = ChangeState
triggerall = StateNo!=700 && RoundState = 2
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = ctrl 
triggerall = vel x=0
triggerall = p2movetype = A 
triggerall = statetype=A
triggerall = inguarddist
trigger1 = enemy,hitdefattr = SCA, NA, SA, HA, NP, SP, HP
trigger2 = enemy,numhelper > 0 || enemy,numproj > 0
Value = 120