[statedef -3]


[State -3, AItOZbg]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
triggerall = !ishelper
trigger1 = Command = "AI1"|| Command = "AI2"|| Command = "AI3"|| Command = "AI4"
trigger2 = Command = "AI5"|| Command = "AI6"|| Command = "AI7"|| Command = "AI8"|| Command = "AI9"
trigger3 = Command = "AI10"|| Command = "AI11"|| Command = "AI12"|| Command = "AI13"|| Command = "AI14"
trigger4 = Command = "AI15"|| Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger5 = Command = "AI20"|| Command = "AI21"
trigger6 =0 ; 1

var(59) = 2  ; <-----04A4MAXłB0 to 4 , 4 is MAX
ignorehitpause = 1

;______________________________________________________________________

;ΐlpXCb` (VS Human mode)
;______________________________________________________________________

[state -3]
type = varset
triggerall = var(59)
trigger1 = !var(53)
var(53) = 1          ;0 AIpۂ OFF
                     ;1 ΐlp     ON
                     
;		ONɂƂǂȂ́H
;		EԂςƂ悤ɂȂ܂B
;		EAIɂ͈ӖȂǐlԂɂ͈Ӗs܂Ai̍ŌĉiƂB
;		E߂肪B{^ԂɈˑBѓd˂ē̏щz߂LB
;		E[vn̒iB{^ԂɈˑB
;		Ei̗hԂB{^ԂɈˑB

ignorehitpause = 1

;_______________________________________________________________________
;
;Ԑݒ Reaction time
;_______________________________________________________________________

[state -3];؂Ԃő(ȂǃR}ĥ̗p)
type = varset
trigger1 = gametime%60 = 0
trigger1 = !ishelper
fvar(37) =0.10 + 0.01*(random%61)   ;Pʂ͕błBFastest Reaction time with Commanding skill.Dimension is second.
ignorehitpause = 1


[state -3];{^U̍ő(㒆UȂǃ{^̗̂p)
type = varset
trigger1 = gametime%60 = 0
trigger1 = !ishelper
fvar(31) =0.05 + 0.01*(random%31)   ;Pʂ͕błBFastest Reaction time with One buttun skill.Dimension is second.
ignorehitpause = 1


;Ƃ
;0.00̂悤ɐl𒼐ڑΔԌŒłB
;0.10 + 0.01*(random%61)  ̂悤ɑ0.10`0.70Ń_ωƂȂ܂B
;60t[(1b)ɒlXV܂B

;̖ڈ
;0.00(0F) 
;0.05(3F) Uɂ؂Ԃ܂B
;0.10(6F) ゾƌAقƂǂ̒ɂ͐؂Ԃ܂B
;0.15(9F) ƌAȏłB
;0.20(12F) ܂i؂Ԃ郌xB
;0.30(18F) ʐlx̔Bo̒xixȂ؂Ԃ܂B{^Ȃ甽xlԂłȂłB
;0.50(30F) R}h͂lꍇ̈ʐlx̔ԁB










;____________________________________________
;
;ȉ͕ύXȂł
;____________________________________________
;var(59) - AI Switch
;var(58) - ŋߐڂ̓Gf
;var(57) - i
;var(56) - gs\
;var(55) - i
;var(54) - K[hԔ
;var(53) - ΐlpXCb`
;var(52) - Gwp[
;var(51) -
;var(50) - random
;var(49) - 
;var(48) - gp
;var(47) - D
;var(46) - 

;var(41) - movehitmF
;var(40) - ܂Ŏgp\

;fvar(39) - d͉x
;fvar(38) - G̏d͉x
;fvar(37) - R}h
;fvar(36) - 
;fvar(35) - 
;fvar(34) - 
;fvar(33) - 
;fvar(32) - 
;fvar(31) - {^

;fvar(28) - 

;-----------------------------------------------------------------------------------------------------------------
[state -3];fobOpXCb`IttO
type=varset
triggerall = !var(59)
trigger1 = command = "y"
trigger1 = 0
var(59) = 4
ignorehitpause = 1

[state -3];fobOpXCb`IttO
type=varset
triggerall = var(59)
trigger1 = command = "x"
trigger1 = 0
var(59) = 0
ignorehitpause = 1

;------------------------------------------------------------------------------
[state -3];K[h
type = assertspecial
trigger1 = var(53)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

;------------------------------------------------------------------------------
;^bOpF
[state -3,t]
type = varset
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
trigger2 = enemynear(0),life
var(58) = 0
ignorehitpause = 1

[state -3,t]
type = varset
trigger1 = numenemy = 2
trigger1 = enemynear(0),alive = 0 || enemynear(0),life <= 0
var(58) = 1
ignorehitpause = 1

;------------------------------------------------------------

;̃wp[
[state -1];wp[ׂ̏
type=varset
triggerall = !ishelper
trigger1 = roundstate!=2
var(52)=9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[state -1];wp[𒲂ׂ
type=varset
var(52)=enemynear(var(58)),numhelper
triggerall = !ishelper
trigger1 = roundstate=2
trigger1 = enemynear(var(58)),ctrl=1
trigger1 = var(52)>=enemynear(var(58)),numhelper
trigger2 = enemynear(var(58)),movetype != A
trigger2 = !inguarddist
trigger2 = numhelper(1)*numhelper(40001)*numhelper(40002)
trigger2 = helper(1),inguarddist + helper(40001),inguarddist + helper(40002),inguarddist = 0
trigger2 = (enemynear(var(58)),stateno =[5000,5999]) || enemynear(var(58)),stateno = [50,200)
trigger2 = stateno != [120,162]
trigger2 = stateno != [5000,5300]
trigger2 = movetype != H
trigger2 = hitpausetime = 0 && enemynear(var(58)),hitpausetime = 0
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype!=H 
fvar(38)=enemynear(var(58)),Const(movement.yaccel)
ignorehitpause = 1

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1 = var(59)!=0
trigger1 = enemynear(var(58)),movetype=H 
fvar(38)=enemynear(var(58)),GetHitVar(yaccel)
ignorehitpause = 1

[state -3]
type = varset
triggerall = !ishelper
trigger1 = roundstate !=2
fvar(38)=0

[state -3,̏d͉x]
type =varset
triggerall = !ishelper
trigger1= 1
fvar(39)=Const(movement.yaccel) + fvar(5)
ignorehitpause = 1

[state -3]
type = varrandom
trigger1 = gametime%120 = 0
v = 50
range = 0,199
ignorehitpause = 1

[state -3];ΐl߂蔻蔽p
type = varset
trigger1 = 1
var(48) = ifelse(ceil(60*fvar(31)) < 20 ,ceil(60*fvar(31)),19)
ignorehitpause = 1

;----------------------------------------------------------------------------------
;iiȂǊwK
;----------------------------------------------------------------------------------
[state -3,middle]
type = varset
triggerall = !ishelper
triggerall = var(59)>0 && roundstate =2
triggerall = var(57)!
triggerall = statetype!=A
trigger1 = stateno = [5000,5099]
trigger1 = time = 0
trigger1 = (enemynear(var(58)),hitdefattr = SCA,AT)=0
trigger1 = var(54)=2 && prevstateno = [120,155]
var(57) = enemynear(var(58)),stateno

[state -3,middle]
type = varset
triggerall = var(57) != 0
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
trigger2 = var(55)=var(57)
trigger2 = random <500
var(57) = 0

[state -3,low]
type = varset
triggerall = var(59)>0 && roundstate =2
triggerall = var(55)!
triggerall = statetype!=A
triggerall = !ishelper
trigger1 = stateno = [5000,5099]
trigger1 = time = 0
trigger1 = (enemynear(var(58)),hitdefattr = SCA,AT)=0
trigger1 = var(54)=1&& prevstateno = [120,155]
var(55) = enemynear(var(58)),stateno

[state -3,low]
type = varset
triggerall = var(55) != 0
triggerall = !ishelper
trigger1 = teammode = turns
trigger1 = roundstate !=2
trigger2 = var(57) = var(55)
var(55) = 0











;______________________________________________________________________

;؂Ԃ
;______________________________________________________________________
;
[State -1, Stand Light Kick]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = p2dist x >= 100 || backedgebodydist < 5
trigger1 = var(41) 
trigger1 = stateno = [150,155]
trigger1 = random <= 110

;ƉC
[State -1, Stand Light Kick]
type = ChangeState
value = 1020
triggerall = power >= 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = (time <= 1 && random <= 40*var(59)) || enemynear(var(58)),time >= 60*fvar(37)
triggerall = p2bodydist x <= 160
triggerall = (stateno = [150,155]) && enemynear(var(58)),hitpausetime < 5
trigger1 = power >= 2000 || frontedgebodydist <= 100
trigger1 = enemynear(var(58)),animtime < -18
trigger1 = enemynear(var(58)),stateno < 2000
trigger1 = var(41)
trigger1 = random <= 250
trigger2 = enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),stateno = [1000,2000)
trigger2 = enemynear(var(58)),ctrl = 0
trigger2 = p2bodydist y + 18*enemynear(var(58)),vel y + 0.5*324*fvar(38) = [-100,0]
trigger2 = enemynear(var(58)),vel x < 0
trigger2 = random <= 250

;fXTCYB
[State -1, Stand Light Kick]
type = ChangeState
value = 1110
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = (time <= 1 && random <= 40*var(59)) || enemynear(var(58)),time >= 60*fvar(37)
triggerall = random <= 16*var(59)**3
trigger1 = stateno = [150,155]
trigger1 = p2bodydist x <= 40
trigger1 = enemynear(var(58)),animtime < -2*var(59)
trigger1 = enemynear(var(58)),stateno < 2000
trigger1 = var(41)
trigger1 = random <= 250
trigger2 = (stateno = [150,155])  && enemynear(var(58)),hitpausetime < 5|| ctrl
trigger2 = p2statetype = C
trigger2 = p2movetype = A
trigger2 = p2stateno < 600 && p2stateno%50 != 0
trigger2 = p2bodydist x < 40 && enemynear(var(58)),animtime < -2*var(59)
trigger2 = random <= 250
trigger3 = (stateno = [150,155]) || ctrl
trigger3 = p2statetype = C
trigger3 = p2movetype = A
trigger3 = p2stateno < 600 && p2stateno%50 != 0
trigger3 = p2bodydist x <= 120 && enemynear(var(58)),animtime < -25 
trigger3 = enemynear(var(58)),time = 1+2*(enemynear(var(58)),authorname = "muteki")
trigger3 = random <= 250
trigger4 = (stateno = [150,155])
trigger4 = enemynear(var(58)),movetype = A
trigger4 = enemynear(var(58)),animtime = [-12,-5]
trigger4 = !(enemynear(var(58)),hitdefattr = SCA,AA,AP)
trigger4 = p2bodydist x <= 40
trigger4 = p2bodydist y > -60
trigger4 = random <= 200

;ƉA
[State -1, Stand Light Kick]
type = ChangeState
value = 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = (time <= 1 && random <= 40*var(59)) || enemynear(var(58)),time >= 60*fvar(37)
trigger1 = p2bodydist x <= 160
trigger1 = enemynear(var(58)),animtime < -6 - 3*var(59)
trigger1 = enemynear(var(58)),stateno < 2000
trigger1 = var(41)
trigger1 = (stateno = [150,155]) && enemynear(var(58)),hitpausetime < 5
trigger1 = enemynear(var(58)),vel x < 2
trigger1 = random <= 250

;fXTCYB
[State -3,c-1]
type = ChangeState
value = 1110
triggerall = var(59)>0&&RoundState = 2
triggerall = statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L && enemynear(var(58)),pos y>=-5
triggerall = (stateno = [150,155]) && enemynear(var(58)),hitpausetime < 5
triggerall = numhelper(1)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=var(52))
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(37)
triggerall = p2bodydist x <= 35
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = random <= 16*var(59)**3
trigger1 = helper(1),var(0)>0
trigger1 = enemynear(var(58)),id = helper(1),var(40)
trigger1 = enemynear(var(58)),stateno = helper(1),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(1),var(1) - 8)]

trigger2 = helper(1),var(2)>0
trigger2 = enemynear(var(58)),id = helper(1),var(41)
trigger2 = enemynear(var(58)),stateno = helper(1),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(1),var(3) - 8)]

trigger3 = helper(1),var(4)>0
trigger3 = enemynear(var(58)),id = helper(1),var(42)
trigger3 = enemynear(var(58)),stateno = helper(1),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(1),var(5) - 8)]

trigger4 = helper(1),var(6)>0
trigger4 = enemynear(var(58)),id = helper(1),var(43)
trigger4 = enemynear(var(58)),stateno = helper(1),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(1),var(7) - 8)]

trigger5 = helper(1),var(8)>0
trigger5 = enemynear(var(58)),id = helper(1),var(44)
trigger5 = enemynear(var(58)),stateno = helper(1),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(1),var(9) - 8)]

trigger6 = helper(1),var(10)>0
trigger6 = enemynear(var(58)),id = helper(1),var(45)
trigger6 = enemynear(var(58)),stateno = helper(1),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(1),var(11) - 8)]

trigger7 = helper(1),var(12)>0
trigger7 = enemynear(var(58)),id = helper(1),var(46)
trigger7 = enemynear(var(58)),stateno = helper(1),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(1),var(13) - 8)]

trigger8 = helper(1),var(14)>0
trigger8 = enemynear(var(58)),id = helper(1),var(47)
trigger8 = enemynear(var(58)),stateno = helper(1),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(1),var(14) - 8)]

trigger9 = helper(1),var(16)>0
trigger9 = enemynear(var(58)),id = helper(1),var(48)
trigger9 = enemynear(var(58)),stateno = helper(1),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(1),var(17) - 8)]

trigger10 = helper(1),var(18)>0
trigger10 = enemynear(var(58)),id = helper(1),var(49)
trigger10 = enemynear(var(58)),stateno = helper(1),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(1),var(19) - 8)]

trigger11 = helper(1),var(20)>0
trigger11 = enemynear(var(58)),id = helper(1),var(50)
trigger11 = enemynear(var(58)),stateno = helper(1),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(1),var(21) - 8)]

trigger12 = helper(1),var(22)>0
trigger12 = enemynear(var(58)),id = helper(1),var(51)
trigger12 = enemynear(var(58)),stateno = helper(1),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(1),var(23) - 8)]

trigger13 = helper(1),var(14)>0
trigger13 = enemynear(var(58)),id = helper(1),var(13)
trigger13 = enemynear(var(58)),stateno = helper(1),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(1),var(15) - 8)]

trigger14 = helper(1),var(17)>0
trigger14 = enemynear(var(58)),id = helper(1),var(16)
trigger14 = enemynear(var(58)),stateno = helper(1),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(1),var(18) - 8)]

trigger15 = helper(1),var(20)>0
trigger15 = enemynear(var(58)),id = helper(1),var(19)
trigger15 = enemynear(var(58)),stateno = helper(1),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(1),var(21) - 8)]

trigger16 = helper(1),var(23)>0
trigger16 = enemynear(var(58)),id = helper(1),var(22)
trigger16 = enemynear(var(58)),stateno = helper(1),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(1),var(24) - 8)]

trigger17 = helper(1),var(26)>0
trigger17 = enemynear(var(58)),id = helper(1),var(25)
trigger17 = enemynear(var(58)),stateno = helper(1),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(1),var(27) - 8)]

;
[State -1, Kung Fu Throw]
type = ChangeState
value = 700
triggerall = var(59) && roundstate = 2
triggerall = ctrl && statetype != A
triggerall = enemynear(var(58)),stateno < 1000
trigger1 = p2bodydist X < 10
trigger1 = p2statetype != A && p2movetype != H
trigger1 = p2statetype != L
trigger1 = enemynear(var(58)),time > 9 ||enemynear(var(58)),prevstateno != [5120,5149]
trigger1 = random <= 25*var(59)

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 64*var(59)**2
triggerall = p2dist x > 0 || frontedgebodydist <= 30 && enemynear(var(58)),frontedgebodydist <= 80 && facing = enemynear(var(58)),facing
trigger1 = enemynear(var(58)),movetype = A
trigger1 = (enemynear(var(58)),time = [3,10]) && random <= 250 || pos y + 9*vel y + 0.5*81*fvar(39) >= -5 || enemynear(var(58)),hitdefattr = SCA,AA,AP
trigger1 = p2bodydist x - 9*vel x <= 80
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) >= -140

;______________________________________________________________________

;
;______________________________________________________________________

;ႪݎU4F
[State -3,c-1]
type = ChangeState
value = 400
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L && enemynear(var(58)),pos y>=-5
triggerall = ctrl || stateno = 400 && var(5) || var(0)%16 < 8 && (stateno = 200 || stateno = 210 || stateno = 220 || stateno = 410 || stateno = 420) && var(5) 
triggerall = numhelper(1)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=var(52))
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(31)
triggerall = p2bodydist x <= 20
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = random <= 64*var(59)**2
trigger1 = helper(1),var(0)>0
trigger1 = enemynear(var(58)),id = helper(1),var(40)
trigger1 = enemynear(var(58)),stateno = helper(1),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(1),var(1) - 5)]

trigger2 = helper(1),var(2)>0
trigger2 = enemynear(var(58)),id = helper(1),var(41)
trigger2 = enemynear(var(58)),stateno = helper(1),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(1),var(3) - 5)]

trigger3 = helper(1),var(4)>0
trigger3 = enemynear(var(58)),id = helper(1),var(42)
trigger3 = enemynear(var(58)),stateno = helper(1),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(1),var(5) - 5)]

trigger4 = helper(1),var(6)>0
trigger4 = enemynear(var(58)),id = helper(1),var(43)
trigger4 = enemynear(var(58)),stateno = helper(1),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(1),var(7) - 5)]

trigger5 = helper(1),var(8)>0
trigger5 = enemynear(var(58)),id = helper(1),var(44)
trigger5 = enemynear(var(58)),stateno = helper(1),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(1),var(9) - 5)]

trigger6 = helper(1),var(10)>0
trigger6 = enemynear(var(58)),id = helper(1),var(45)
trigger6 = enemynear(var(58)),stateno = helper(1),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(1),var(11) - 5)]

trigger7 = helper(1),var(12)>0
trigger7 = enemynear(var(58)),id = helper(1),var(46)
trigger7 = enemynear(var(58)),stateno = helper(1),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(1),var(13) - 5)]

trigger8 = helper(1),var(14)>0
trigger8 = enemynear(var(58)),id = helper(1),var(47)
trigger8 = enemynear(var(58)),stateno = helper(1),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(1),var(14) - 5)]

trigger9 = helper(1),var(16)>0
trigger9 = enemynear(var(58)),id = helper(1),var(48)
trigger9 = enemynear(var(58)),stateno = helper(1),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(1),var(17) - 5)]

trigger10 = helper(1),var(18)>0
trigger10 = enemynear(var(58)),id = helper(1),var(49)
trigger10 = enemynear(var(58)),stateno = helper(1),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(1),var(19) - 5)]

trigger11 = helper(1),var(20)>0
trigger11 = enemynear(var(58)),id = helper(1),var(50)
trigger11 = enemynear(var(58)),stateno = helper(1),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(1),var(21) - 5)]

trigger12 = helper(1),var(22)>0
trigger12 = enemynear(var(58)),id = helper(1),var(51)
trigger12 = enemynear(var(58)),stateno = helper(1),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(1),var(23) - 5)]

trigger13 = helper(1),var(14)>0
trigger13 = enemynear(var(58)),id = helper(1),var(13)
trigger13 = enemynear(var(58)),stateno = helper(1),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(1),var(15) - 5)]

trigger14 = helper(1),var(17)>0
trigger14 = enemynear(var(58)),id = helper(1),var(16)
trigger14 = enemynear(var(58)),stateno = helper(1),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(1),var(18) - 5)]

trigger15 = helper(1),var(20)>0
trigger15 = enemynear(var(58)),id = helper(1),var(19)
trigger15 = enemynear(var(58)),stateno = helper(1),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(1),var(21) - 5)]

trigger16 = helper(1),var(23)>0
trigger16 = enemynear(var(58)),id = helper(1),var(22)
trigger16 = enemynear(var(58)),stateno = helper(1),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(1),var(24) - 5)]

trigger17 = helper(1),var(26)>0
trigger17 = enemynear(var(58)),id = helper(1),var(25)
trigger17 = enemynear(var(58)),stateno = helper(1),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(1),var(27) - 5)]

;U7F
[State -3,c-1]
type = ChangeState
value = 210
triggerall = var(59)>0&&RoundState = 2
triggerall = stateno != 101&&statetype!=A
triggerall = enemynear(var(58)),statetype !=A && enemynear(var(58)),statetype!=L && enemynear(var(58)),pos y>=-5
triggerall = ctrl || var(0)%4 < 2 && (stateno = 200 || stateno = 220 || stateno = 400 || stateno = 410 || stateno = 420) && var(5) 
triggerall = numhelper(1)>0
triggerall = enemynear(var(58)),movetype = A
triggerall = p2dist x >0
triggerall = !inguarddist || (enemynear(var(58)),numproj = 0 && enemynear(var(58)),numhelper<=var(52))
triggerall = (enemynear(var(58)),time <= 1 && random <= 100) ||enemynear(var(58)),time>=60*fvar(31)
triggerall = p2bodydist x <= 45
triggerall = enemynear(var(58)),time > 2 || enemynear(var(58)),stateno >= 1000 || !enemynear(var(58)),authorname = "muteki"
triggerall = random <= 64*var(59)**2
trigger1 = helper(1),var(0)>0
trigger1 = enemynear(var(58)),id = helper(1),var(40)
trigger1 = enemynear(var(58)),stateno = helper(1),var(0)
trigger1 = enemynear(var(58)),time = [0,(helper(1),var(1) - 8)]

trigger2 = helper(1),var(2)>0
trigger2 = enemynear(var(58)),id = helper(1),var(41)
trigger2 = enemynear(var(58)),stateno = helper(1),var(2)
trigger2 = enemynear(var(58)),time = [0,(helper(1),var(3) - 8)]

trigger3 = helper(1),var(4)>0
trigger3 = enemynear(var(58)),id = helper(1),var(42)
trigger3 = enemynear(var(58)),stateno = helper(1),var(4)
trigger3 = enemynear(var(58)),time = [0,(helper(1),var(5) - 8)]

trigger4 = helper(1),var(6)>0
trigger4 = enemynear(var(58)),id = helper(1),var(43)
trigger4 = enemynear(var(58)),stateno = helper(1),var(6)
trigger4 = enemynear(var(58)),time = [0,(helper(1),var(7) - 8)]

trigger5 = helper(1),var(8)>0
trigger5 = enemynear(var(58)),id = helper(1),var(44)
trigger5 = enemynear(var(58)),stateno = helper(1),var(8)
trigger5 = enemynear(var(58)),time = [0,(helper(1),var(9) - 8)]

trigger6 = helper(1),var(10)>0
trigger6 = enemynear(var(58)),id = helper(1),var(45)
trigger6 = enemynear(var(58)),stateno = helper(1),var(10)
trigger6 = enemynear(var(58)),time = [0,(helper(1),var(11) - 8)]

trigger7 = helper(1),var(12)>0
trigger7 = enemynear(var(58)),id = helper(1),var(46)
trigger7 = enemynear(var(58)),stateno = helper(1),var(12)
trigger7 = enemynear(var(58)),time = [0,(helper(1),var(13) - 8)]

trigger8 = helper(1),var(14)>0
trigger8 = enemynear(var(58)),id = helper(1),var(47)
trigger8 = enemynear(var(58)),stateno = helper(1),var(14)
trigger8 = enemynear(var(58)),time = [0,(helper(1),var(14) - 8)]

trigger9 = helper(1),var(16)>0
trigger9 = enemynear(var(58)),id = helper(1),var(48)
trigger9 = enemynear(var(58)),stateno = helper(1),var(16)
trigger9 = enemynear(var(58)),time = [0,(helper(1),var(17) - 8)]

trigger10 = helper(1),var(18)>0
trigger10 = enemynear(var(58)),id = helper(1),var(49)
trigger10 = enemynear(var(58)),stateno = helper(1),var(18)
trigger10 = enemynear(var(58)),time = [0,(helper(1),var(19) - 8)]

trigger11 = helper(1),var(20)>0
trigger11 = enemynear(var(58)),id = helper(1),var(50)
trigger11 = enemynear(var(58)),stateno = helper(1),var(20)
trigger11 = enemynear(var(58)),time = [0,(helper(1),var(21) - 8)]

trigger12 = helper(1),var(22)>0
trigger12 = enemynear(var(58)),id = helper(1),var(51)
trigger12 = enemynear(var(58)),stateno = helper(1),var(22)
trigger12 = enemynear(var(58)),time = [0,(helper(1),var(23) - 8)]

trigger13 = helper(1),var(14)>0
trigger13 = enemynear(var(58)),id = helper(1),var(13)
trigger13 = enemynear(var(58)),stateno = helper(1),var(14)
trigger13 = enemynear(var(58)),time = [0,(helper(1),var(15) - 8)]

trigger14 = helper(1),var(17)>0
trigger14 = enemynear(var(58)),id = helper(1),var(16)
trigger14 = enemynear(var(58)),stateno = helper(1),var(17)
trigger14 = enemynear(var(58)),time = [0,(helper(1),var(18) - 8)]

trigger15 = helper(1),var(20)>0
trigger15 = enemynear(var(58)),id = helper(1),var(19)
trigger15 = enemynear(var(58)),stateno = helper(1),var(20)
trigger15 = enemynear(var(58)),time = [0,(helper(1),var(21) - 8)]

trigger16 = helper(1),var(23)>0
trigger16 = enemynear(var(58)),id = helper(1),var(22)
trigger16 = enemynear(var(58)),stateno = helper(1),var(23)
trigger16 = enemynear(var(58)),time = [0,(helper(1),var(24) - 8)]

trigger17 = helper(1),var(26)>0
trigger17 = enemynear(var(58)),id = helper(1),var(25)
trigger17 = enemynear(var(58)),stateno = helper(1),var(26)
trigger17 = enemynear(var(58)),time = [0,(helper(1),var(27) - 8)]

;______________________________________________________________________

;obNA^bN
;______________________________________________________________________
;
[State -1, Stand Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),facing = facing
triggerall = random <= 15*var(59)**3
triggerall = !inguarddist
triggerall = p2dist x > 0
trigger1 = p2bodydist x <= 60
trigger1 = enemynear(var(58)),animtime < -9

;Wv(O)
[State -1]
type = ChangeState
value = 41
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),facing = facing
triggerall = random <= 64*var(59)**2
triggerall = !inguarddist
trigger1 = enemynear(var(58)),animtime < -22
trigger1 = p2bodydist x <= 150

trigger2 = p2bodydist x <= 90
trigger2 = enemynear(var(58)),frontedgebodydist < 5
trigger2 = enemynear(var(58)),animtime < -12

;----------
;statetype = A
;Air Dash
;󒆃_bV
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = p2dist x > 0 
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),facing = facing
triggerall = pos y < -25
triggerall = random <= 4*var(59)*var(59)*var(59)*var(59)
trigger1 = enemynear(var(58)),animtime < -6 - 3*var(59)
trigger1 = pos y > -100 + 15*var(59)

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = p2dist x > 0 
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),movetype = A && enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),facing = facing
triggerall = random <= 4*var(59)*var(59)*var(59)*var(59)
trigger1 = enemynear(var(58)),animtime < -5 - var(59)
trigger1 = p2bodydist x - 9*vel x <= 70

;______________________________________________________________________

;h
;______________________________________________________________________


;U
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),animtime = [-8,-5]
trigger1 = enemynear(var(58)),time >= 10
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x < 30
trigger1 = random <= 250

;U
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = random <= 64*var(59)**2
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),animtime = [-12,-10]
trigger1 = enemynear(var(58)),time >= 10
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x < 50
trigger1 = random <= 250

;Wv(O)
[State -1]
type = ChangeState
value = 41
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A
triggerall = p2dist x > 0 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H
triggerall = random <= 64*var(59)**2
trigger1 = p2bodydist x > 180
trigger1 = enemynear(var(58)),animtime < -30
trigger1 = enemynear(var(58)),ctrl = 0
trigger1 = random <= 120
trigger1 = enemynear(var(58)),statetype != A
trigger2 = p2bodydist x = [100,220]
trigger2 = var(41) || enemynear(var(58)),hitdefattr = ,AT || facing = enemynear(var(58)),facing
trigger2 = enemynear(var(58)),animtime < -12
trigger2 = enemynear(var(58)),ctrl = 0
trigger2 = enemynear(var(58)),statetype != A

;----------------------------------------------------------------------
;statetype = A

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 64*var(59)**2
triggerall = p2dist x - 9*vel x > 0 || pos y + 9*vel y + 0.5*81*fvar(39) > enemynear(var(58)),const(size.head.pos.y) && p2dist x > 0&& stateno = 110
trigger1 = enemynear(var(58)),movetype = A
trigger1 = stateno = 110 && enemynear(var(58)),animtime < -10 || enemynear(var(58)),time >= 10 && enemynear(var(58)),animtime = [-12,-10]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x - 9*vel x < 55
trigger1 = random <= 200
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) = [(enemynear(var(58)),const(size.head.pos.y) - 10),0]

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 64*var(59)**2
triggerall = p2dist x - 7*vel x > -60 || pos y + 7*vel y + 0.5*49*fvar(39) > enemynear(var(58)),const(size.head.pos.y) && p2dist x > 0&& stateno = 110
trigger1 = enemynear(var(58)),movetype = A
trigger1 = stateno = 110 && enemynear(var(58)),animtime < -8 || enemynear(var(58)),time >= 10 && enemynear(var(58)),animtime = [-12,-8]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x - 7*vel x < 50
trigger1 = random <= 200
trigger1 = pos y + 7*vel y + 0.5*49*fvar(39) = [(enemynear(var(58)),const(size.head.pos.y) + 5),0]
trigger1 = vel y > -2

;󒆎
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A 
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 64*var(59)**2
triggerall = p2dist x - 4*vel x > 0 || pos y + 10 > enemynear(var(58)),const(size.head.pos.y) && p2dist x > 0
trigger1 = enemynear(var(58)),movetype = A
trigger1 = stateno = 110 || enemynear(var(58)),time >= 10 && enemynear(var(58)),animtime = [-12,-6]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x - 4*vel x < 45 || p2bodydist x <= 50 && backedgebodydist <= 10 || pos y + 4*vel y + 0.5*16*fvar(39) > enemynear(var(58)),const(size.head.pos.y) && p2dist x > 0 && stateno = 110
trigger1 = random <= 200 || enemynear(var(58)),hitdefattr = SC,AT
trigger1 = pos y + 4*vel y + 0.5*16*fvar(39) = [(enemynear(var(58)),const(size.head.pos.y)),0]
trigger2 = enemynear(var(58)),movetype = A
trigger2 = stateno = 110
trigger2 = enemynear(var(58)),statetype != A
trigger2 = p2bodydist x - 4*vel x < 45
trigger2 = pos y + 4*vel y + 0.5*16*fvar(39) > -5 || enemynear(var(58)),animtime > -5

;Air Dash
;󒆃_bV
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [150,155]
triggerall = pos y < -25
triggerall = p2dist x > 0
triggerall = random <= 4*var(59)*var(59)*var(59)*var(59)
trigger1 = p2bodydist x > 130
trigger1 = pos y  < -65
trigger1 = enemynear(var(58)),animtime < -20
trigger1 = enemynear(var(58)),ctrl = 0
trigger1 = random <= 330

trigger2 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),numhelper <= var(52)
trigger2 = enemynear(var(58)),animtime < -11
trigger2 = enemynear(var(58)),ctrl = 0
trigger2 = p2bodydist x <= 200
trigger2 = pos y > -40
trigger2 = numhelper(1)
trigger2 = var(41) || enemynear(var(58)),hitdefattr = ,AT || p2stateno = helper(1),var(30) || p2stateno = helper(1),var(32) || p2stateno = helper(1),var(34) || p2stateno = helper(1),var(36)

trigger3 = enemynear(var(58)),statetype != A
trigger3 = enemynear(var(58)),animtime < -11
trigger3 = enemynear(var(58)),ctrl = 0
trigger3 = p2bodydist x <= 200
trigger3 = pos y > -40
trigger3 = enemynear(var(58)),facing = facing

;______________________________________________________________________

;΋
;______________________________________________________________________

;Jump Cancel
[State -1, Jump Back]
type = ChangeState
value = 43
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),vel x > 4
trigger1 = backedgebodydist > 80
trigger1 = enemynear(var(58)),vel y != 0
trigger1 = p2bodydist y + 11*enemynear(var(58)),vel y + 0.5*121*fvar(38) = [-45,5]
trigger1 = p2bodydist x + 11*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x = [-40,50]
trigger1 = random <= 250

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = p2dist x > 0
triggerall = vel x < 0
triggerall = random <= 250
trigger1 = enemynear(var(58)),vel x > 4
trigger1 = enemynear(var(58)),statetype = A
trigger1 = p2bodydist y + 9*(enemynear(var(58)),vel y - vel y) + 0.5*81*(fvar(38) - fvar(39)) = [-5,80]
trigger1 = p2bodydist x + 9*(facing*enemynear(var(58)),facing*enemynear(var(58)),vel x - vel x) = [-10,70]
trigger2 = enemynear(var(58)),stateno = 52
trigger2 = p2bodydist y - 9*vel y - 0.5*81*fvar(39) = [-5,80]
trigger2 = p2bodydist x - 9*vel x = [-10,70]

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,155]
triggerall = !inguarddist || enemynear(var(58)),animtime > -10
triggerall = p2bodydist x + 4*enemynear(var(58)),vel x < 40 && backedgebodydist < 5 || p2bodydist x + 4*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x = [-10,40]
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),vel x < 5
trigger1 = p2bodydist y + 4*enemynear(var(58)),vel y + 0.5*16*fvar(38) = [-25,-5]
trigger1 = enemynear(var(58)),vel y != 0
trigger1 = random <= 15*var(59)**2
trigger2 = enemynear(var(58)),vel y = 0
trigger2 = p2bodydist y = [-30,-5]
trigger2 = random <= 15*var(59)**2

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,155]
triggerall = !inguarddist || enemynear(var(58)),animtime > -13
triggerall = p2bodydist x + 8*enemynear(var(58)),vel x < 70 && backedgebodydist < 5 || p2bodydist x + 8*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x = [-5,70]
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),vel x < 5
trigger1 = p2bodydist y + 8*enemynear(var(58)),vel y + 0.5*64*fvar(38) = [-50,-10]
trigger1 = enemynear(var(58)),vel y != 0
trigger1 = random <= 15*var(59)**2
trigger2 = enemynear(var(58)),vel y = 0
trigger2 = p2bodydist y = [-55,-10]
trigger2 = random <= 15*var(59)**2

;_________________________________________________________
;
;Ԃ,\
;_________________________________________________________

;fXTCYB
[State -1, Stand Light Kick]
type = ChangeState
value = 1110
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2dist x > 0
triggerall = var(53)
triggerall = p2movetype != H && p2statetype != L
triggerall = stateno = 151|| stateno = 153 || ctrl
trigger1 = p2bodydist x <= 60 && p2bodydist y >= -70
trigger1 = random <= 0.5*var(59)*(5 - var(59))*var(59)*(5 - var(59))

;U
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A && p2movetype != H
triggerall = p2statetype != L
triggerall = p2dist x > 0 
triggerall = ctrl
triggerall = var(53)
trigger1 = p2bodydist x <= 20 && p2statetype != A
trigger1 = random <= var(59)*var(59)*(5 - var(59))*(5 - var(59))

;
[State -1, Stand Light Kick]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = stateno = 151|| stateno = 153 || ctrl
triggerall = p2movetype != H || p2statetype = L
triggerall = random <= 20
trigger1 = numenemy = 2
trigger1 = enemynear(0),alive && enemynear(1),alive
trigger2 = var(59) <= 2
;______________________________________________________________________

;󒆃R{
;______________________________________________________________________

;==============================================
;n
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------

;
[State -1, Stand Light Kick]
type = ChangeState
value = 420
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 12 && var(56) > 12
triggerall = ctrl
triggerall = random <= 15*var(59)**3
trigger1 = p2bodydist y + 12*enemynear(var(58)),vel y + 0.5*144*fvar(38) = [-45,20] 
trigger1 = p2bodydist x + 12*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 70 || frontedgebodydist <= 80

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 8 && var(56) > 8 || numenemy = 2
triggerall = ctrl
triggerall = random <= 15*var(59)**3
trigger1 = p2bodydist y + 8*enemynear(var(58)),vel y + 0.5*64*fvar(38) - fvar(28) = [-70,20] 
trigger1 = p2bodydist x + 8*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 90 || frontedgebodydist < 100
trigger1 = var(56) <= 12 || var(15) <= 12

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 4 && var(56) > 4
triggerall = ctrl
trigger1 = p2bodydist y + 4*enemynear(var(58)),vel y + 0.5*16*fvar(38) > -30 - 20*(var(56) < 7)
trigger1 = p2bodydist x + 4*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 40 || frontedgebodydist < 70

;Ⴊݒ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A || enemynear(var(58)),stateno = 710 || enemynear(var(58)),stateno = [5100,5119]
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 7 && var(56) > 7 || var(15) > 7 && (numtarget(700) || enemynear(var(58)),statetype = L) || numenemy = 2
triggerall = ctrl
triggerall = random <= 15*var(59)**3
trigger1 = p2bodydist y + 8*enemynear(var(58)),vel y + 0.5*64*fvar(38) > -10 || enemynear(var(58)),stateno = [5100,5105]
trigger1 = p2bodydist x + 8*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 45 + 5*(var(15) < 10)|| frontedgebodydist < 100

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = ctrl
triggerall = random <= 500
triggerall = var(2) + var(3) < 6
triggerall = random <= 15*var(59)**3
triggerall = var(15) > 8 || numenemy = 2
trigger1 = enemynear(var(58)),vel y != 0
trigger1 = p2bodydist x + 8*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 90 || frontedgebodydist < 100

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A ||  enemynear(var(58)),stateno = 710 || enemynear(var(58)),stateno = [5100,5119]
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) >= 4 || numenemy = 2
triggerall = enemynear(var(58)),statetype = L
triggerall = ctrl
trigger1 = p2bodydist y + 4*enemynear(var(58)),vel y + 0.5*16*fvar(38) > -15
trigger1 = enemynear(var(58)),vel y != 0
trigger1 = p2bodydist x + 4*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 40 || frontedgebodydist < 100

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A ||  enemynear(var(58)),stateno = 710 || enemynear(var(58)),stateno = [5100,5119]
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) >= 4 && var(56) >= 4 || var(15) >= 4 && enemynear(var(58)),statetype = L || numenemy = 2
triggerall = ctrl
trigger1 = p2bodydist y + 4*enemynear(var(58)),vel y + 0.5*16*fvar(38) > -5
trigger1 = p2bodydist x + 4*facing*enemynear(var(58)),facing*enemynear(var(58)),vel x <= 40 || frontedgebodydist < 100

;Jump Cancel
[State -1, Jump Light Kick]
type = ChangeState
value = 41 + (p2bodydist x < 30)
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = var(56) > 0 && var(15) > 0
trigger1 = p2bodydist y + var(56)*enemynear(var(58)),vel y + 0.5*var(56)*var(56)*fvar(38) < -70 + fvar(28)
trigger1 = p2bodydist x <= 100 || frontedgebodydist <= 120

;----------------------------------------------
;LZ
;----------------------------------------------


;
[State -1, Stand Light Kick]
type = ChangeState
value = 420
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(2) + var(3) <= 8
triggerall = var(0)%64 < 32
triggerall = random <= 15*var(59)**3
triggerall = p2dist x > 0
trigger1 = stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410
trigger1 = var(5) = 1
trigger1 = enemynear(var(58)),hitfall = 0
trigger1 = p2bodydist x <= 80 || frontedgebodydist <= 90

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(0)%4 < 2
triggerall = random <= 64*var(59)**2
trigger1 = stateno = 420
trigger1 = var(5) = 1
trigger1 = var(2) + var(3) > 8 || p2bodydist y > 0 && fvar(28) >= 10
trigger2 = stateno = 200 || stateno = 220 || stateno = 400 && var(0)%32 >= 16 || stateno = 410
trigger2 = var(5) = 1
trigger2 = p2bodydist y > -50

;Ⴊݒ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(0)%32 < 16
triggerall = random <= 64*var(59)**2
trigger1 = stateno = 420
trigger1 = var(5) = 1
trigger1 = var(2) + var(3) > 8 || p2bodydist y > 0 && fvar(28) < 10
trigger1 = p2bodydist y >= 0
trigger1 = p2bodydist x <= 50
trigger2 = stateno = 200 || stateno = 220 || stateno = 400
trigger2 = var(5) = 1
trigger2 = p2bodydist y > -20

;
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(0)%8 < 4
triggerall = random <= 15*var(59)**3
trigger1 = stateno = 420
trigger1 = var(5) = 1
trigger1 = var(15) >= 14 && var(56) >= 14
trigger1 = var(2) + var(3) > 8

;Jump Cancel
[State -1, Jump Light Kick]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(53) && random <= 600 + 75*var(59) || !var(53)
triggerall = random <= 64*var(59)**2
trigger1 = stateno = 210
trigger1 = animelemtime(4) >= 1
trigger1 = var(5) = 1
trigger2 = stateno = 220
trigger2 = var(5) = 1
trigger3 = stateno = 410
trigger3 = var(5) = 1
trigger3 = animelemtime(4) >= 1
trigger4 = stateno = 420
trigger4 = var(5) = 1

;==============================================
;
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------

;Air Dash
;󒆃_bV
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 17 && var(56) > 17
triggerall = pos y < -20
triggerall = random <= 64*var(59)**2
trigger1 = var(59) >= 3
trigger1 = p2bodydist y + 17*enemynear(var(58)),vel y + 0.5*289*fvar(38) = [-50 , 50]
trigger1 = enemynear(var(58)),pos y + 17*enemynear(var(58)),vel y + 0.5*289*fvar(38) < 20

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 7 && var(56) > 7
triggerall = pos y < -20 || var(56) <= 17
trigger1 = stateno = 110 && time >= 10 || ctrl
trigger1 = p2bodydist y + 7*(enemynear(var(58)),vel y - vel y) + 0.5*49*(fvar(38) - fvar(39)) = [-50 , 50]
trigger1 = p2bodydist x + 7*(facing*enemynear(var(58)),facing*enemynear(var(58)),vel x - vel x) < 80  || frontedgebodydist < 100

;󒆎
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 4 && var(56) > 4
triggerall = ctrl = 1
trigger1 = p2bodydist y + 4*(enemynear(var(58)),vel y - vel y) + 8*(fvar(38) - fvar(39)) = [-40 , 80]
trigger1 = p2bodydist x + 4*(facing*enemynear(var(58)),facing*enemynear(var(58)),vel x - vel x) < 70 || frontedgebodydist < 100
trigger1 = var(2) + var(3) > 8 || var(56) < 7

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(15) > 9 && var(56) > 9
trigger1 = stateno = 110 && time >= 10
trigger1 = p2bodydist y + 9*(enemynear(var(58)),vel y - vel y) + 0.5*81*(fvar(38) - fvar(39)) = [-50 , 100]
trigger1 = p2bodydist x + 9*(facing*enemynear(var(58)),facing*enemynear(var(58)),vel x - vel x) < 80  || frontedgebodydist < 100

;----------------------------------------------
;LZ
;----------------------------------------------

;Jump Cancel
[State -1, Jump Light Kick]
type = ChangeState
value = 46
triggerall = var(6) = 0
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = (var(0)-1000) = 7
trigger1 = stateno = 620 
trigger1 = var(5) = 1
trigger2 = (var(0)-1000) = 7
trigger2 = stateno = 600
trigger2 = var(5) = 1
trigger2 = p2bodydist y < -30 || hitcount > 2
trigger3 = var(15) > 18 && var(56) > 18
trigger3 = p2bodydist y + 17*enemynear(var(58)),vel y + 0.5*289*fvar(38) = [-45 , 25]
trigger3 = stateno = 600 || stateno = 610 || stateno = 620
trigger3 = var(5) = 1
trigger4 = var(15) > 20 && var(56) > 20 || var(2) + var(3) <= 6 && stateno = [610,620]
trigger4 = p2bodydist y + 20*enemynear(var(58)),vel y + 0.5*400*fvar(38) = [-60 , 90]
trigger4 = stateno = 600 || stateno = 610 || stateno = 620
trigger4 = var(5) = 1
trigger4 = pos y < -60

;[OTCYC
[State -1, Stand Light Kick]
type = ChangeState
value = 1220
triggerall = power >= 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = var(2) + var(3) > 12
trigger1 = stateno = 1210
trigger1 = var(5) = 1
trigger1 = animtime > -5
trigger1 = var(6)
trigger1 = power >= 4000 || enemynear(var(58)),life*enemynear(var(58)),const(data.defence) <= 120*100*fvar(0)

;[OTCYB
[State -1, Stand Light Kick]
type = ChangeState
value = 1210
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = var(2) + var(3) > 12 || enemynear(var(58)),hitfall = 0 && pos y < -70
trigger1 = var(6)
trigger1 = stateno = 620
trigger1 = var(5) = 1
 
trigger2 = (var(0)-1000)%8 < 4
trigger2 = p2dist x < 0
trigger2 = stateno = 610
trigger2 = var(5) = 1
trigger2 = pos y < -50

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = (var(0)-1000)%4 < 2
trigger1 = stateno = 600
trigger1 = var(5) = 1
trigger1 = p2bodydist y - 7*vel y < 60 || hitcount = 5

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = (var(0)-1000)%8 < 4
triggerall = p2dist x > 0
trigger1 = stateno = 610
trigger1 = var(5) = 1

;󒆎
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = (var(0)-1000)%2 < 1
trigger1 = stateno = 620
trigger1 = var(5) = 1

;______________________________________________________________________

;nR{
;______________________________________________________________________

;==============================================
;n
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------
;---------------------------------------------------------------------------
;
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = statetype != A 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 15*var(59)**3
triggerall = p2dist x > 0
trigger1 = var(7) > 7 || !numtarget && enemynear(var(58)),gethitvar(hittime) > 7
trigger1 = p2bodydist x <= 60

;Ⴊݎ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A 
triggerall = ctrl
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = var(7) >= 4 || !numtarget && enemynear(var(58)),gethitvar(hittime) >= 4
trigger1 = p2bodydist x <= 27

;----------------------------------------------
;LZ
;----------------------------------------------

;Ⴊݎ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(53)
trigger1 = stateno = 400
trigger1 = var(5)
trigger1 = var(2) + var(3) = 1 + (var(59) <= 2)
trigger1 = p2bodydist x <= 30

;
[State -1, Stand Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 200 || stateno = 400
trigger1 = var(5) = 1
trigger1 = var(0)%32 < 16

;
[State -1, Stand Light Kick]
type = ChangeState
value = 420
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(0)%64 < 32
triggerall = random <= 64*var(59)**2
trigger1 = stateno = 210 || stateno = 410
trigger1 = var(5) = 1
trigger1 = enemynear(var(58)),statetype = C || var(59) <= 2 ||var(7) = [12,18]
trigger2 = stateno = 220
trigger2 = var(5) = 1
trigger2 = var(0)%128 >= 64 || var(2) + var(3) > 8 || var(59) <= 2
trigger3 = stateno = 220
trigger3 = var(5) = 1
trigger3 = !(enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y) < -35 || enemynear(var(58)),statetype = C && enemynear(var(58)),const(size.mid.pos.y) < -35)
trigger3 = p2bodydist x < 90 || var(2) + var(3) <= 5 

;
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 16*var(59)**3
triggerall = var(59) >= 3 || var(0)%64 >= 32
trigger1 = stateno = 210 || stateno = 410
trigger1 = var(5) = 1
trigger1 = var(0)%8 < 4
trigger1 = var(7) > 18

;D
[State -1, Stand Light Kick]
type = ChangeState
value = 215
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = random <= 16*var(59)**3
trigger1 = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y) < -40 || enemynear(var(58)),statetype = C && enemynear(var(58)),const(size.mid.pos.y) < -40
trigger1 = stateno = 220 || stateno = 420 && var(59) >= 4
trigger1 = var(5) = 1
trigger1 = var(0)%128 < 64
trigger1 = var(2) + var(3) <= 8
trigger1 = !var(47) || p2statetype != C
trigger1 = var(53) && random < 600 + 75*var(59) || !var(53)

;D
[State -1, Stand Light Kick]
type = ChangeState
value = 225
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = var(0)%128 < 64
triggerall = random <= 16*var(59)**3
trigger1 = stateno = 420
trigger1 = var(5) = 1
trigger1 = enemynear(var(58)),statetype = C
trigger2 = stateno = 220
trigger2 = var(5) = 1
trigger2 = !(enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y) < -35 || enemynear(var(58)),statetype = C && enemynear(var(58)),const(size.mid.pos.y) < -35)

;ƉC
[State -1, Stand Light Kick]
type = ChangeState
value = 1020
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 225
trigger1 = var(5) = 1
trigger1 = animelemno(0) >= 6
trigger1 = enemynear(var(58)),statetype = C
trigger2 = stateno = 420
trigger2 = var(5) = 1
trigger2 = enemynear(var(58)),statetype = C
trigger2 = var(0)%128 >= 64
trigger2 = var(2) + var(3) > 6

;fXTCYB
[State -1, Stand Light Kick]
type = ChangeState
value = 1110
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 225
trigger1 = var(5) = 1
trigger1 = animelemno(0) >= 6
trigger1 = enemynear(var(58)),statetype = C
trigger2 = stateno = 420
trigger2 = var(5) = 1
trigger2 = enemynear(var(58)),statetype = C
trigger2 = var(0)%128 >= 64
trigger2 = var(2) + var(3) > 6


;==============================================
;
;==============================================
;----------------------------------------------
;ډ
;----------------------------------------------

;Air Dash
;󒆃_bV
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = pos y < -20
triggerall = random <= 16*var(59)**3
trigger1 = var(53) && random <= 600 + 75*var(59) || !var(53)
trigger1 = var(59) >= 3
trigger1 = var(6)

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = var(6)
trigger1 = stateno = 110 && time >= 10
trigger1 = var(2) + var(3) <= 5
trigger1 = var(7) >= 9

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = var(6)
trigger1 = stateno = 110 && time >= 10 
trigger1 = var(7) > 7 || p2dist x < 0

;󒆎
[State -1, Jump Strong Punch]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = var(6)
trigger1 = stateno = 110 && time >= 10

;----------------------------------------------
;LZ
;----------------------------------------------

;[OTCYC
[State -1, Stand Light Kick]
type = ChangeState
value = 1220
triggerall = power >= 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 1210
trigger1 = var(5) = 1
trigger1 = animtime > -5
trigger1 = var(6)

;[OTCYB
[State -1, Stand Light Kick]
type = ChangeState
value = 1210
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
trigger1 = stateno = 600 || stateno = 610
trigger1 = var(5) = 1
trigger1 = var(6)
trigger1 = vel y > 0
trigger1 = var(2) + var(3) > 6
trigger1 = power >= 900
trigger2 = var(2) + var(3) > 20
trigger2 = var(6)
trigger2 = stateno = 620
trigger2 = var(5) = 1
trigger3 = stateno = 620
trigger3 = var(5) = 1
trigger3 = prevstateno = 110
trigger3 = var(53)
trigger3 = var(2) + var(3) > 4

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = (var(0)-1000)%8 < 4
trigger1 = stateno = 215
trigger1 = var(5) = 1
trigger1 = var(7) > 18
trigger2 = stateno = 610
trigger2 = var(5) = 1
trigger2 = var(2) + var(3) < 5
trigger3 = stateno = 600
trigger3 = var(5) = 1
trigger3 = pos y + 9*vel y + 0.5*81*fvar(39) = [-25,0]

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = (var(0)-1000)%4 < 2
trigger1 = stateno = 620
trigger1 = var(5) = 1
trigger1 = vel y > 0
trigger1 = var(6) = 1 || !(p2statetype = S && pos y > enemynear(var(58)),const(size.head.pos.y) + 20 || p2statetype = C && pos y > enemynear(var(58)),const(size.mid.pos.y) || frontedgebodydist < 100)
trigger2 = stateno = 600
trigger2 = var(5) = 1
trigger2 = p2dist x < 0

;Jump Cancel
[State -1, Jump]
type = ChangeState
value = 46
triggerall = var(6) = 0
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H  && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0
triggerall = var(53) && random <= 600 + 75*var(59) || !var(53)
trigger1 = var(59) >= 3
trigger1 = stateno = 620
trigger1 = var(5) = 1
trigger1 = var(7) > 14
trigger1 = p2statetype = S && pos y > enemynear(var(58)),const(size.head.pos.y) + 30|| p2statetype = C && pos y > enemynear(var(58)),const(size.mid.pos.y) || frontedgebodydist < 100
trigger2 = stateno = 215
trigger2 = var(5) = 1
trigger2 = var(7) > 14 && var(7) < 18
trigger3 = var(59) >= 3
trigger3 = stateno = 600
trigger3 = var(5) = 1
trigger3 = var(7) > 14
trigger3 = frontedgebodydist < 100 || p2statetype = S && pos y > enemynear(var(58)),const(size.head.pos.y) + 10
trigger3 = hitcount >= 2
trigger3 = vel y < -2
;______________________________________________________________________

;K[hA悯
;______________________________________________________________________

[state -3,jump]
type=changestate
value = 42 - (p2dist x > 85)*(enemynear(var(58)),vel x < 3)
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = p2movetype != H
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(58)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
trigger1 = enemynear(var(58)),hitdefattr=SC,NT,ST,HT 
trigger1 = enemynear(var(58)),time < -enemynear(var(58)),animtime || enemynear(var(58)),animtime >= 0 || enemynear(var(58)),time <= 5
trigger1 = p2bodydist X < 80
trigger2 = enemynear(var(58)),time <= 10 && enemynear(var(58)),stateno = [800,899]
trigger2 = p2bodydist X < 80

[state -3,jump]
type=changestate
value = 42 - (p2dist x > 85)*(enemynear(var(58)),vel x < 3)
triggerall = (var(59)=[2,10])&&roundstate=2
triggerall = statetype!=A
triggerall = ctrl || stateno = [100,101]
triggerall = random <= 16*var(59)**3
triggerall = enemynear(var(58)),time >= 60*fvar(31) || fvar(31) < 0.01 || random <= 15
triggerall = enemynear(var(58)),p2bodydist x <= 100 && enemynear(var(58)),p2dist x > 0
trigger1 = numhelper(1)
trigger1 = helper(1),var(30) 
trigger1 = enemynear(var(58)),stateno = helper(1),var(30)
trigger2 = numhelper(1)
trigger2 = helper(1),var(32) 
trigger2 = enemynear(var(58)),stateno = helper(1),var(32)
trigger3 = numhelper(1)
trigger3 = helper(1),var(34) 
trigger3 = enemynear(var(58)),stateno = helper(1),var(34)
trigger4 = numhelper(1)
trigger4 = helper(1),var(36) 
trigger4 = enemynear(var(58)),stateno = helper(1),var(36)

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59)
triggerall = random < 16*var(59)**3
triggerall = roundstate = 2
triggerall = stateno != 120 || animtime = 0
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(58)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,102]
triggerall = !var(53)
trigger1 = iNguarddist
trigger2 = numenemy = 1
trigger2 = numhelper(40001)
trigger2 = helper(40001),inguarddist
trigger2 = enemynear(var(58)),statetype = A || enemynear(var(58)),name = "Unknown" && enemynear(var(58)),time <= 20
trigger3 = numenemy = 1
trigger3 = numhelper(40002)
trigger3 = helper(40002),inguarddist && helper(40002),p2dist x > 0 || helper(40002),var(0) = 1 && enemynear(var(58)),p2dist x > 0

[State -1, e-2]
Type = ChangeState
Value = 120
triggerall = var(59)
triggerall = roundstate = 2
triggerall = stateno != 120 || animtime = 0
triggerall = ctrl&&statetype !=A
triggerall = (enemynear(var(58)),hitdefattr =,NT,ST,HT)=0
triggerall = stateno != [100,102]
triggerall = var(53)
triggerall = numhelper(40001)*numhelper(40002)
triggerall = (enemynear(var(58)),pos x - pos x)*helper(40001),var(var(48) + 40) > 0
triggerall = abs(p2dist x) > 10 || random < 100 || backedgebodydist < 15 && p2dist x > 0
triggerall = random <= 840 + 40*var(59) || statetype = C
triggerall = !var(13) || fvar(34) > 80
trigger1 = inguarddist
trigger1 = helper(40002),var(13)%3 = 1|| enemynear(var(58)),numhelper > var(52) || enemynear(var(58)),numproj > 0 || random <= 500
trigger2 = numenemy = 1
trigger2 = helper(40001),inguarddist
trigger3 = numenemy = 1
trigger3 = numhelper(40002)
trigger3 = helper(40002),inguarddist || helper(40002),var(0) = 1

;_________________________________________________________
;
;󂯐g
;_________________________________________________________



;_________________________________________________________
;
;NU
;_________________________________________________________

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A 
triggerall = ctrl || stateno = 110 && time >= 10
trigger1 = p2statetype = L
trigger1 = abs(p2dist x) < 120
trigger1 = pos y + 7*vel y + 0.5*49*fvar(39) > -35 

;______________________________________________________________________

;ł
;______________________________________________________________________
;ctrl

;Ⴊݎ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
trigger1 =  enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),gethitvar(hittime) > 4
trigger1 = p2bodydist x <= 28
trigger1 = random <= 64*var(59)**2


;----------
;ctrl = 0
;----------
;
[State -1, Stand Light Kick]
type = ChangeState
value = 2000
triggerall = var(59) && roundstate = 2
triggerall = power >= 3000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = p2dist x > 0
trigger1 = stateno = 210 || stateno = 410 || stateno = 420 || stateno = 220
trigger1 = var(5) = 2
trigger1 = enemynear(var(58)),life * enemynear(var(58)),const(data.defence) <= 80*100

;ƉC
[State -1, Stand Light Kick]
type = ChangeState
value = 1020
triggerall = power >= 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),statetype != A
trigger1 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 210 || stateno = 220
trigger1 = var(5) = 2 || var(5) = 1 && (p2stateno != [5000,5210]) && random <= 100
trigger1 = enemynear(var(58)),life * enemynear(var(58)),const(data.defence) <= 30*100 || power >= 4000 && random <= 125 || random <= 30
trigger1 = random <= 250

trigger2 = enemynear(var(58)),statetype = A
trigger2 = stateno = 210 || stateno = 410 || stateno = 420
trigger2 = var(5) = 2
trigger2 = random <= 10*var(59)**2

;ƉA
[State -1, Stand Light Kick]
type = ChangeState
value = 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),statetype = A
trigger1 = stateno = 210 || stateno = 410 || stateno = 420
trigger1 = var(5) = 2
trigger1 = random <= 5*var(59)**2 

;fXTCYB
[State -1, Stand Light Kick]
type = ChangeState
value = 1110
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
trigger1 = stateno = 400
trigger1 = var(5) = 2
trigger1 = p2bodydist x <= 10
trigger1 = random <= 80

;Wv(O)
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
trigger1 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 210 || stateno = 220
trigger1 = var(5) = 2
trigger1 = random <= 120
trigger1 = enemynear(var(58)),gethitvar(hittime) > 12

;Wv()
[State -1]
type = ChangeState
value = 43
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = p2dist x < 0
trigger1 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 210 || stateno = 220
trigger1 = var(5)
trigger1 = random <= 64*var(59)**2

;Ⴊݎ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = random <= 250*var(59)
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),statetype != A 
trigger1 = stateno = 400
trigger1 = var(5) = 2 && random <= 500 || var(5) = 3 && random <= 222 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 222
trigger1 = p2bodydist x <= 28
trigger2 = enemynear(var(58)),statetype != A 
trigger2 = var(0)%16 < 8
trigger2 = stateno = 220 || stateno = 420
trigger2 = var(5) = 2 || var(5) = 3 || var(5) = 1 && enemynear(var(58)),movetype != H
trigger2 = random <= 500
trigger2 = var(59) >= 3

;Ⴊݒ
[State -1, Crouching Light Punch]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = var(0)%32 < 16
triggerall = random <= 250*var(59)
triggerall = p2dist x > 0
trigger1 = p2bodydist x <= 70
trigger1 = stateno = 400 || stateno = 210
trigger1 = var(5) = 2 && random <= 200 || var(5) = 3 && random <= 222 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 222

;Ⴊ݋
[State -1, Crouching Light Punch]
type = ChangeState
value = 420
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = var(0)%64 < 32
triggerall = random <= 250*var(59)
trigger1 = stateno = 400 || stateno = 210 || stateno = 410
trigger1 = var(5) = 2 && random <= 500 || var(5) = 3 && random <= 333 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 333
trigger1 = frontedgebodydist <= 90

;
[State -1, Light Punch]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
trigger1 = stateno = 200
trigger1 = var(5) = 2 && random <= 500 || var(5) = 3 && random <= 222 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 222
trigger1 = p2bodydist x <= 28
trigger2 = var(0)%2 < 1
trigger2 = stateno = 220 || stateno = 420
trigger2 = var(5) = 2 || var(5) = 3 || var(5) = 1 && enemynear(var(58)),movetype != H
trigger2 = random <= 300
trigger2 = var(59) >= 3
trigger3 = enemynear(var(58)),statetype = A 
trigger3 = var(0)%2 < 1
trigger3 = stateno = 210 || stateno = 220 || stateno = 420
trigger3 = var(5) = 2 || var(5) = 3 || var(5) = 1 && enemynear(var(58)),movetype != H
trigger3 = random <= 500
trigger3 = var(59) >= 3

;statetype = A
;ctrl = 1

;Air Dash
;󒆃_bV
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,162]
triggerall = enemynear(var(58)),ctrl = 0
triggerall = pos y < -20
trigger1 = pos y > -96 + 14*var(59)
trigger1 = p2bodydist x <= 110
trigger1 = random <= 10*var(59)**2

;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A 
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),stateno = [120,162]
triggerall = ctrl || stateno = 110 && time >= 10
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x - 9*vel x<80
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) = [-60,0]
trigger1 = random <= 200

;󒆎
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A 
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H && enemynear(var(58)),stateno = [120,162]
triggerall = ctrl || stateno = 110 && time >= 10
trigger1 = p2bodydist x - 4*vel x<80
trigger1 = pos y + 4*vel y + 0.5*16*fvar(39) = [-30,0]

;ctrl = 0
;󒆋
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,155]
triggerall = p2dist x > 0
triggerall = (var(0)-1000)%8 < 4
trigger1 = stateno = 215
trigger1 = var(5) = 2 || var(5) = 3 && random <= 333 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 333
trigger2 = stateno = 610
trigger2 = var(5) = 2 || var(5) = 3 && random <= 333 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 333
trigger3 = stateno = 600
trigger3 = var(5) = 2 || var(5) = 3 && random <= 333 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 333
trigger3 = pos y + 9*vel y + 0.5*81*fvar(39) = [-15,0]

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H  || enemynear(var(58)),stateno = [120,155]
triggerall = (var(0)-1000)%4 < 2
trigger1 = stateno = 620
trigger1 = var(5) = 2 || var(5) = 3 && random <= 333 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 333
trigger1 = vel y > 0
trigger1 = pos y + 7*vel y + 0.5*49*fvar(39) = [-45,0]
trigger2 = stateno = 600
trigger2 = var(5) = 2 || var(5) = 3 && random <= 333 || var(5) = 1 && enemynear(var(58)),movetype != H && random <= 333
trigger2 = p2dist x < 0
;______________________________________________________________________

;
;______________________________________________________________________

;ႪݎU
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(53) || var(53) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(52)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x =[-5,25]
trigger1 = random <= 120 + 20*var(59) - 40*(var(59) = 4) - 20*var(46)
trigger1 = facing != enemynear(var(58)),facing || enemynear(var(58)),movetype != A || enemynear(var(58)),animtime > -7

;U
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(53) || var(53) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(52)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x =[20,50]
trigger1 = random <= 40 + 10*var(59) - 20*(var(59) = 4) - 10*var(46)
trigger1 = facing != enemynear(var(58)),facing || enemynear(var(58)),movetype != A || enemynear(var(58)),animtime > -17

;ƉB
[State -1, Stand Light Kick]
type = ChangeState
value = 1010
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype != A 
triggerall = ctrl
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(53) || var(53) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(52)) && inguarddist)
trigger1 = ctrl
trigger1 = p2bodydist x >= 180 || p2stateno = [5100,5101]
trigger1 = random <= 30
trigger1 = enemynear(var(58)),statetype != A || enemynear(var(58)),movetype != H || var(56) = 0

;-----------------
;statetype = A

;󒆎
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A 
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(53) || var(53) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(52)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x + 4*(0.5*facing*enemynear(var(58)),vel x - vel x) <= 50
trigger1 = pos y + 4*vel y + 0.5*16*fvar(39) > -70
trigger1 = random <= 200 + 200*(stateno = 110)
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist x + 4*(facing*enemynear(var(58)),vel x - vel x) <= 50
trigger2 = p2bodydist y + 4*(enemynear(var(58)),vel y - vel y) + 0.5*16*(fvar(38) - fvar(39)) = [-20,80]
trigger2 = random <= 100

;󒆒
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A 
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(53) || var(53) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(52)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0 || p2dist x - 7*vel x > -100
triggerall = vel y > -2
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x + 7*(0.5*facing*enemynear(var(58)),vel x - vel x) <= 50
trigger1 = pos y + 7*vel y + 0.5*49*fvar(39) > -70
trigger1 = random <= 200
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist x + 7*(facing*enemynear(var(58)),vel x - vel x) <= 50
trigger2 = p2bodydist y + 7*(enemynear(var(58)),vel y - vel y) + 0.5*49*(fvar(38) - fvar(39)) = [-40,60]
trigger2 = random <= 100

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = RoundState = 2 && var(59)
triggerall = stateno != 101
triggerall = statetype = A 
triggerall = ctrl || stateno = 110 && time >= 10
triggerall = numhelper(40002)
triggerall = !inguarddist && !var(53) || var(53) && ((helper(40002),var(10))%3 != 1 || (enemynear,numproj > 0) + (enemynear,numhelper>var(52)) && inguarddist)
triggerall = enemynear(var(58)),statetype != L && enemynear(var(58)),movetype != H && enemynear(var(58)),stateno != [120,155]
triggerall = p2dist x > 0
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x + 9*(0.5*facing*enemynear(var(58)),vel x - vel x) <= 50
trigger1 = pos y + 9*vel y + 0.5*81*fvar(39) > -90
trigger1 = random <= 200
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist x + 9*(facing*enemynear(var(58)),vel x - vel x) <= 50
trigger2 = p2bodydist y + 9*(enemynear(var(58)),vel y - vel y) + 0.5*81*(fvar(38) - fvar(39)) = [-70,90]
trigger2 = random <= 100

;_________________________________________________________
;
;K[h2
;_________________________________________________________

[State -1, e-3]
Type = ChangeState
Value = 120
triggerall = var(59) && roundstate = 2
triggerall = ctrl
trigger1 = numenemy = 1
trigger1 = numhelper(40001)
trigger1 = helper(40001),inguarddist
trigger2 = numenemy = 1
trigger2 = numhelper(40002)
trigger2 = helper(40002),inguarddist || helper(40002),var(0) = 1


;______________________________________________________________________

;ړ
;______________________________________________________________________

;(O)
[State -1]
type = ChangeState
value = 21
triggerall = var(59) && roundstate = 2
triggerall = stateno != [100,102]
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [21,22]
triggerall = !inguarddist
triggerall = stateno != 120
trigger1 = numhelper(1)
trigger1 = p2bodydist x > 80*((helper(1),var(55)%2) = 1)
trigger1 = random <= 80
trigger2 = p2bodydist x > 70
trigger2 = random <= 10
trigger3 = p2bodydist x > 5
trigger3 = p2movetype = H
trigger3 = p2statetype != L
trigger3 = enemynear(var(58)),canrecover = 0 || p2statetype != A
trigger3 = frontedgebodydist > 40

;Wv(O)
[State -1]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = !inguarddist
trigger1 = enemynear(var(58)),statetype != L
trigger1 = enemynear(var(58)),movetype != H || p2bodydist x > 150 && enemynear(var(58)),stateno = [120,155]
trigger1 = p2bodydist x > 100
trigger1 = random < 40
trigger2 = p2bodydist x <= 90
trigger2 = random < 15

;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
trigger1 = enemynear(var(58)),statetype != L || enemynear(var(58)),stateno = 5120
trigger1 = enemynear(var(58)),movetype != H
trigger1 = p2bodydist x <= 50 && enemynear(var(58)),vel x <= 5
trigger1 = random <= 25 + 50*helper(1),var(55)
trigger1 = backedgebodydist > 100
trigger1 = enemynear(var(58)),facing != facing || enemynear(var(58)),statetype = A || enemynear(var(58)),animtime > -4

;Air Dash
;󒆃_bV
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59) && roundstate = 2
triggerall = statetype = A && ctrl
triggerall = enemynear(var(58)),movetype != H
triggerall = pos y < -20
triggerall = enemynear(var(58)),statetype != A
trigger1 = !inguarddist
trigger1 = numhelper(1)*numhelper(40001)*numhelper(40002)
trigger1 = helper(1),inguarddist + helper(40002),inguarddist = 0
trigger1 = pos y > -72 + 8*var(59) - ceil(p2bodydist x/5.01)
trigger1 = random <= 30*var(59) + 400*(p2bodydist x <= 50)*(var(59)=4)
trigger1 = p2dist x > 0


[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = stateno = 5050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = var(59)
trigger1 = enemynear(var(58)),hitdefattr = SCA,AA,AP
trigger1 = enemynear(var(58)),animtime < -20
trigger2 = p2bodydist x > 150
value = 5210 ;HITFALL_AIRRECOVER
;---------------------------------------------------------------------------

[state -3]
type = varset
triggerall = teammode = turns
trigger1 = roundstate != 2
trigger1 = fvar(28)
fvar(28) = 0
ignorehitpause = 1

[state -3]
type = Null
triggerall = roundstate = 2
trigger1 = enemynear(var(58)),authorname = "Warusaki3"
trigger1 = fvar(28) := 18
trigger2 = enemynear(var(58)),authorname = "GM"
trigger2 = enemynear(var(58)),name = "Alex" || enemynear(var(58)),name = "hugo"
trigger2 = fvar(28) := 16
trigger3 = enemynear(var(58)),authorname = "edogawa inpo"
trigger3 = enemynear(var(58)),name = "KIWAMI"
trigger3 = fvar(28) := 15
trigger4 = enemynear(var(58)),authorname = "S.Y.D"
trigger4 = enemynear(var(58)),name = "Athena Asamiya"
trigger4 = fvar(28) := 13
trigger5 = enemynear(var(58)),name = "Kung Fu Man"
trigger5 = fvar(28) := 18
trigger6 = enemynear(var(58)),authorname = "fxm508"
trigger6 = enemynear(var(58)),name = "Goenitz96"
trigger6 = fvar(28) := 28
trigger7 = enemynear(var(58)),authorname = "The Necromancer"
trigger7 = enemynear(var(58)),name = "[Necromancer's] Broli"
trigger7 = fvar(28) := 18

ignorehitpause = 1

;-------------------------------------------------------------------------------
;߂΍pwp[
[state -3];߂p
type = helper
trigger1 = var(59)=[1,10]
trigger1 = numhelper(40001)=0
trigger1 = alive
helpertype = normal
name = "mekuri"
ID = 40001
pos = 0, 0
postype = p1
facing = 1
stateno = 40001
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent=0
ignorehitpause=1

;-------------------------------------------------------------------------------
;ѓpwp[
[state -3];
type = helper
trigger1 = var(59)=[1,10]
trigger1 = numhelper(40002)=0
trigger1 = alive
helpertype = normal
name = "tobidougu"
ID = 40002
pos = 0, 0
postype = p1
facing = 1
stateno = 40002
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent=0
ignorehitpause=1

