[Statedef -3]

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


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


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


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


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),GetHitVar(yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno = [5000,5210]
;trigger1 = EnemyNear(floor(fvar(37))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(37))),GetHitVar(yaccel);(懪寕摉偰偨帪偺yaccel抣)
ignorehitpause = 1


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


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


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


;================================================================================================
;捛寕晄壜僼儔僌
[State -3]
Type = varset
TriggerAll = Var(59) > 0
Trigger1 = Stateno = 310 && Movehit
Trigger2 = ProjHitTime(1500) = 1
fvar(36) = 2

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

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


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

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

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

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

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

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

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


;================================================================================================
;僞僢僌梡惗懚妋擣
[State -3]
Type = varset
Trigger1 = numenemy=1
fvar(37) = 0


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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;儕僶乕僒儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僋儗僀僗丂
[State -3,G]
type = ChangeState
value = 1350
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = ctrl && prevstateno = 5120 && time <= 1
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=50 || Time <= 2 || var(59) >= 11
trigger1 = P2StateType = A
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),60+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger1 = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
trigger1 = EnemyNear(floor(fvar(37))),vel X >= 0
trigger1 = EnemyNear(floor(fvar(37))),vel Y >= 0
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger2 = P2StateType != A
trigger2 = P2MoveType = A

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

[State -3, counter]
type = ChangeState
value = 1600
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,60] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9
TriggerAll = Random<= var(59)*100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

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

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


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


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


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


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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AT;搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;MAX俧丒僋儘乕僱
[State -3,G]
type = ChangeState
value = 3410
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),20+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = P2Life <= 475
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
TriggerAll = Power>= 2000
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

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

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

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

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


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

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


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


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


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


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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪僉儍儞僙儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪僉儍儞僙儖傆偭偲偽偟
[State -3, Throw]
type = ChangeState
value = 300
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -13
triggerall = BackEdgeBodyDist <= 15
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y >= 45
Trigger1 = Random <= var(59)*100


;僈乕僪僉儍儞僙儖慜嬞媫夞旔
[State -3, T S]
type = ChangeState
value = 700
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -30
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
triggerall = BackEdgeBodyDist <= 16
triggerall = P2BodyDist X = [0,120]
Trigger1 = Random <= var(59)*100


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


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


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


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

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

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


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

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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋栚墴偟 
;Prevstateno EnemyNear(floor(fvar(37))),Movetype = H EnemyNear(floor(fvar(37))),stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僔儏乕僩僗僣傽乕儞
[State -3, F]
type = ChangeState
value = 3200
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 5000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),80+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-60-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

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

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

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


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


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


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

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

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

;俧丒僗僋儔乕僎儞
[State -3, S]
type = ChangeState
value = 2000
TriggerAll = Var(59) > 0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100
trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 13


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


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


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


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


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


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


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


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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;偟傖偑傒庛僷儞僠
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
trigger1 = stateno = 440 && movecontact

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

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

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

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


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

;俙丒僋儞僗僩丒僣償傽僀
[State -3, AKZ]
type = ChangeState
value = 320
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,45]
Triggerall = P2BodyDist Y = [-30,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && MoveGuarded
Trigger2 = stateno = 215 && MoveGuarded
Trigger2 = AnimElem = 6
Trigger3 = stateno = 400 && MoveGuarded
Trigger4 = stateno = 430 && MoveGuarded

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

;俙丒僋儞僗僩丒償傽僀傾
[State -3, AKW]
type = ChangeState
value = 330
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,55]
Triggerall = P2BodyDist Y = [-30,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && Movehit
Trigger2 = stateno = 215 && Movehit
Trigger2 = AnimElem = 6
Trigger3 = stateno = 300 && Movehit


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


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

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

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


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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僽儕僢僣
[State -3,G]
type = ChangeState
value = 1360
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
Triggerall = P2BodyDist X = [-10,85]
triggerall = P2BodyDist Y = [-60,30]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 1300
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 3
Trigger2 = stateno = 1350
trigger2 = AnimElemtime(15) >= 0 && AnimElemtime(17) <= 3


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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear(floor(fvar(37))),Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;庛俧丒僋儘乕儞僾儕儞僣
[State -3, LC]
type = ChangeState
value = 1500
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = statetype != A
Triggerall = P2BodyDist Y >= -60
Triggerall = P2BodyDist X >= 160
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= var(59)*25

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

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

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

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

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

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


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

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


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


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

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


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


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


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

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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear(floor(fvar(37))),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;庴恎
[State -3, UKEMI]
type = ChangeState
value = 52000
TriggerAll = Var(59) > 0
triggerall = alive = 1
Triggerall = Random <= var(59)*100
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

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

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

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


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


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


