; 僇儞僼乕儅儞偺擖椡僐儅儞僪掕媊僼傽僀儖偱偡丅
; 僐儅儞僪偺擖椡僉乕傪愝掕偡傞僷乕僩偲丄媄傪幚峴偡傞偨傔偺忦審傪愝掕偡傞僷乕僩偵暘偐傟偰偄傑偡丅
;------------------------------------------------------------------------------
;==============================================================================
; 擖椡僉乕偺愝掕僷乕僩
;==============================================================================
;------------------------------------------------------------------------------
;仭愝掕偼偙偺宍偑寛傑傝帠偱偡丅徻嵶偼埲壓嶲徠丅
;
;[Command]
;name = "***"
;command = ###
;time = &&&
;
;仭僐儅儞僪偺柤慜丗乽name = "***"乿偲偄偆晽偵擖傟傑偡丅***偵暥帤傪擖傟偰偔偩偝偄丅
; 丂丂丂丂丂丂丂丂傾儖僼傽儀僢僩偼戝暥帤偲彫暥帤偱傕嬫暿偝傟傑偡丅擔杮岅傕壜擻偱偡丅
;
;仭巜掕曽朄丗乽command = ###乿偲偄偆晽偵擖傟傑偡丅
;丂丂丂丂丂丂###偵壓婰偺僉乕傪慻傒崌傢偣擖椡偡傞僐儅儞僪傪愝掕偟偰偔偩偝偄丅
;
;丂丂曽岦僉乕丗丂B, DB, D, DF, F, UF, U, UB丂乮慡偰戝暥帤偱乯
;丂丂丂丂丂丂丂丂B=Back乮屻乯丒D=Down乮壓乯丒F=Forward乮慜乯丒U=Up乮忋乯偵側偭偰偄傑偡丅
;
;丂丂儃僞儞丂丗丂a, b, c, x, y, z, s 丂丂丂丂乮慡偰彫暥帤偱乯
; 
;丂仸摿庩暥帤
;
;丂丂僗儔僢僔儏乮 / 乯丗儃僞儞傪墴偟偭傁側偟偵偡傞応崌偼偙傟傪擖傟傑偡丅
;丂丂丂丂丂丂丂丂椺丗command = /F丂丂丂乮慜僉乕傪墴偟偨傑傑偵偡傞乯
;丂丂丂丂丂丂丂丂丂丂command = /B,y丂丂乮屻僉乕傪墴偟偨傑傑倄儃僞儞傪擖椡乯
;
;丂丂僠儖僟丂丂乮 ~ 乯丗儃僞儞偑棧偝傟傞帠傪擣幆偝偣傞応崌偼偙傟傪擖傟傑偡丅
;丂丂丂丂丂丂丂丂椺丗command = ~c丂丂丂乮俠儃僞儞傪棧偡乯
;丂丂丂丂丂丂丂丂丂丂command = ~DB,DF,x乮幬傔屻壓傪棧偟偰幬傔慜壓=>倃儃僞儞偺弴斣偵擖椡乯
;
;丂丂丂丂丂丂丂丂仸悢抣傪捛壛偡傞帠偱丄儃僞儞傪棧偡傑偱偺帪娫丄偄傢備傞亀棴傔亁傪愝掕弌棃傑偡丅
;丂丂丂丂丂丂丂丂椺丗command = ~20z丂丂乮倅儃僞儞傪墴偟偨傑傑偵偟丄俀侽僼儗乕儉屻偵棧偡乯
;丂丂丂丂丂丂丂丂丂丂command = ~40B,F,b乮屻僉乕傪墴偟偨傑傑偵偟丄係侽僼儗乕儉屻偵棧偟偰慜僉乕=>俛儃僞儞偺弴斣偵擖椡乯
;
;丂丂僪儖丂丂丂乮 $ 乯丗暋悢偺曽岦僉乕梫慺傪擖椡弌棃傞傛偆偵偡傞応崌偼偙傟傪擖傟傑偡丅
;丂丂丂丂丂丂丂丂椺丗command = $U丂丂丂乮忋丒幬傔慜忋丒幬傔屻忋偺偳傟偐傜偱巒傔偰傕椙偄乯
;丂丂丂丂丂丂丂丂丂丂command = $DF 丂丂乮壓丒幬傔慜壓丒慜偺偳傟偐傜偱巒傔偰傕椙偄乯
;
;丂丂僾儔僗丂丂乮 + 乯丗儃僞儞傪摨帪墴偟偡傞応崌偼偙傟傪擖傟傑偡丅
;丂丂丂丂丂丂丂丂椺丗command = a+b 丂丂乮俙儃僞儞偲俛儃僞儞傪摨帪墴偟偟傑偡乯
;丂丂丂丂丂丂丂丂丂丂command = x+y+z 丂乮倃儃僞儞偲倄儃僞儞偲倅儃僞儞傪摨帪墴偟偟傑偡乯
;丂丂丂丂丂丂丂丂丂丂command = F+c 丂丂乮慜僉乕偲俠儃僞儞傪摨帪墴偟偟傑偡乯
;
;丂仸偙傟傜偺摿庩暥帤偼丄慻傒崌傢偣偰巊梡偡傞帠傕壜擻偱偡丅
;丂丂丂丂丂丂丂丂椺丗command = ~30$D,a+b
;丂丂丂丂丂丂丂丂丂丂丂丂丂乮壓梫慺傪俁侽僼儗乕儉棴傔偰棧偟偨屻偵俙儃僞儞偲俛儃僞儞傪摨帪墴偟偟傑偡乯
;
;仭擖椡僐儅儞僪庴晅帪娫丗乽time = &&&乿偲偄偆晽偵擖傟傑偡丅僆僾僔儑儞側偺偱徣棯壜擻丅
;丂丂丂丂丂丂丂丂丂丂丂丂&&&偵僐儅儞僪傪擖椡弌棃傞帪娫傪擖傟偰偔偩偝偄丅帪娫偼僼儗乕儉悢偱偡乮侾僼儗乕儉亖1/60昩乯丅
;丂丂丂丂丂丂丂丂椺丗time = 24丂乮擖椡庴晅帪娫傪俀係僼儗乕儉乮0.4昩乯偵愝掕乯
;
; 屻偼幚嵺偵搊榐偝傟偰偄傞傕偺傪嶲徠偟偰偔偩偝偄丅
;==============================================================================

;-| 儃僞儞攝抲 |-----------------------------------------------------
;奺儃僞儞偺攝抲傪娙扨偵曄峏偱偒傑偡丅
;偙偺僉儍儔僋僞乕偺儃僞儞攝抲傪曄偊偨偄偲偒側偳偵巊偄傑偡丅
;x = x 傪 x = a 偵曄偊傟偽丄x偑a偵曄傢傝傑偡丅

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

;-| 昗弨壔 |-------------------------------------------------------
[Defaults]
; time傪婰弎偟側偐偭偨応崌丄埲壓偺抣偑嶲徠偝傟傑偡丅嵟彫抣偼1偱偡丅
command.time = 15

; buffer.time偺抣偱偡丅1乣30傑偱愝掕偱偒傑偡丅
; 晛捠偼1偱偡丅
command.buffer.time = 1

;------------------------------------------------------------------------------
;-| MAX挻昁嶦媄丒MAX2 |--------------------------------------------------------

[Command]
name = "6321463214AC"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, x+y
time = 35

[Command]
name = "2363214AC"
command = ~D, DF, F, DF, D, DB, B, x+y
time = 30

[Command]
name = "236236AC"
command = ~D, DF, F, D, DF, F, x+y
time = 30

[Command]
name = "236236BD"
command = ~D, DF, F, D, DF, F, a+b
time = 30

[Command]
name = "246AC"
command = ~D, B, F, x+y
time = 21

;------------------------------------------------------------------------------
;-| 挻昁嶦媄 |-----------------------------------------------------------------
[Command]
name = "6321463214A"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, x
time = 35

[Command]
name = "6321463214C"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, y
time = 35

[Command]
name = "2363214A"
command = ~D, DF, F, DF, D, DB, B, x
time = 30

[Command]
name = "2363214C"
command = ~D, DF, F, DF, D, DB, B, y
time = 30

[Command]
name = "236236A"
command = ~D, DF, F, D, DF, F, x
time = 30

[Command]
name = "236236B"
command = ~D, DF, F, D, DF, F, a
time = 30

[Command]
name = "236236C"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "236236D"
command = ~D, DF, F, D, DF, F, b
time = 30

[Command]
name = "246A"
command = ~D, B, F, x
time = 21

[Command]
name = "246C"
command = ~D, B, F, y
time = 21

;------------------------------------------------------------------------------
;-| EX昁嶦媄 |-----------------------------------------------------------------

[Command]
name = "41236BD"
command = ~B, DB, D, DF, F, a+b
time = 20

[Command]
name = "623AC"
command = ~F, D, DF, x+y
time = 14

[Command]
name = "623BD"
command = ~F, D, DF, a+b
time = 14

[Command]
name = "421BD"
command = ~B, D, DB, a+b
time = 14

[Command]
name = "236AC"
command = ~D, DF, F, x+y
time = 16

[Command]
name = "236BD"
command = ~D, DF, F, a+b
time = 16

[Command]
name = "214AC"
command = ~D, DB, B, x+y
time = 16

[Command]
name = "214BD"
command = ~D, DB, B, a+b
time = 16

[Command]
name = "28AC"
command = ~$D, U, x+y
time = 10

;------------------------------------------------------------------------------
;-| 昁嶦媄 |-------------------------------------------------------------------

[Command]
name = "41236B"
command = ~B, DB, D, DF, F, a
time = 20

[Command]
name = "41236D"
command = ~B, DB, D, DF, F, b
time = 20

[Command]
name = "623A"
command = ~F, D, DF, x
time = 14

[Command]
name = "623B"
command = ~F, D, DF, a
time = 14

[Command]
name = "623C"
command = ~F, D, DF, y
time = 14

[Command]
name = "623D"
command = ~F, D, DF, b
time = 14

[Command]
name = "421A"
command = ~B, D, DB, x
time = 14

[Command]
name = "421B"
command = ~B, D, DB, a
time = 14

[Command]
name = "421C"
command = ~B, D, DB, y
time = 14

[Command]
name = "421D"
command = ~B, D, DB, b
time = 14

[Command]
name = "236A"
command = ~D, DF, F, x
time = 16

[Command]
name = "236B"
command = ~D, DF, F, a
time = 16

[Command]
name = "236C"
command = ~D, DF, F, y
time = 16

[Command]
name = "236D"
command = ~D, DF, F, b
time = 16

[Command]
name = "214A"
command = ~D, DB, B, x
time = 16

[Command]
name = "214B"
command = ~D, DB, B, a
time = 16

[Command]
name = "214C"
command = ~D, DB, B, y
time = 16

[Command]
name = "214D"
command = ~D, DB, B, b
time = 16

[Command]
name = "28A"
command = ~$D, U, x
time = 10

[Command]
name = "28C"
command = ~$D, U, y
time = 10

[Command]
name = "jump"
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| 僉乕俀夞楢懕擖椡 |---------------------------------------------------------
[Command]
name = "FF"     ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = F, F
time = 10

[Command]
name = "BB"     ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 摨帪墴偟 |-----------------------------------------------------------------
[Command]
name = "傆偭偲偽偟峌寕"
command = y+b
time = 1

[Command]
name = "MAX敪摦"
command = a+y
time = 1

[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = x+a
time = 1

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

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

;------------------------------------------------------------------------------
;-| 曽岦僉乕亄儃僞儞 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;------------------------------------------------------------------------------
;-| 儃僞儞扨敪 |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

;------------------------------------------------------------------------------
;-| 墴偟偭傁側偟 |-------------------------------------------------------------

[Command]
name = "holdfwd"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /$F
time = 1

[Command]
name = "holdback"  ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /$B
time = 1

[Command]
name = "holdup"    ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /$U
time = 1

[Command]
name = "holddown"  ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /$D
time = 1

[Command]
name = "holdxy"
command = /$x+y
time = 1

[Command]
name = "holdab"
command = /$a+b
time = 1

[Command]
name = "holda"
command = /$a
time = 1

[Command]
name = "holdb"
command = /$b
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

[Command]
name = "holdz"
command = /$z
time = 1

;------------------------------------------------------------------------------
;-| AI婲摦梡 |-----------------------------------------------------------------

;敾掕梡[Command]
[Command]
name = "F"
command = $F
time = 1
[Command]
name = "B"
command = $B
time = 1
[Command]
name = "U"
command = $U
time = 1
[Command]
name = "D"
command = $D
time = 1

;恖憖嶌僼儔僌梡[Command]丗儔儀儖偼摨堦偱栤戣側偄丅
[Command]
name = "AI"
command = a
time = 1
[Command]
name = "AI"
command = b
time = 1
[Command]
name = "AI"
command = c
time = 1
[Command]
name = "AI"
command = x
time = 1
[Command]
name = "AI"
command = y
time = 1
[Command]
name = "AI"
command = z
time = 1
[Command]
name = "AI"
command = s
time = 1
[Command]
name = "AI"
command = $F
time = 1
[Command]
name = "AI"
command = $B
time = 1
[Command]
name = "AI"
command = $U
time = 1
[Command]
name = "AI"
command = $D
time = 1

;AI敾掕梡[Command]丗儔儀儖偼摨堦偱栤戣側偄丅
[Command]
name = "/command"
command = /a
time = 1
[Command]
name = "/command"
command = /b
time = 1
[Command]
name = "/command"
command = /c
time = 1
[Command]
name = "/command"
command = /x
time = 1
[Command]
name = "/command"
command = /y
time = 1
[Command]
name = "/command"
command = /z
time = 1
[Command]
name = "/command"
command = /s
time = 1
[Command]
name = "/command"
command = /$F
time = 1
[Command]
name = "/command"
command = /$B
time = 1
[Command]
name = "/command"
command = /$U
time = 1
[Command]
name = "/command"
command = /$D
time = 1

;------------------------------------------------------------------------------
;==============================================================================
; 媄傪幚峴偡傞偨傔偺忦審偺愝掕乮僗僥乕僩僄儞僩儕乕僷乕僩乯
;==============================================================================
;------------------------------------------------------------------------------
; 偙偙偐傜壓偼乽偳偺僐儅儞僪偱偳偺斣崋偺僗僥乕僩傪偳偆偄偆忦審偱弌偣傞偐乿傪愝掕偡傞応強偱偡丅
;乮僗僥乕僩偵娭偟偰偼CNS僼傽僀儖傪嶲徠乯
; 
;仭愝掕偼婎杮揑偵偙偺宍偵側傝傑偡丅
;
; [State -1, Label]                  ;乽Label乿偺晹暘偼偨偩偺儔儀儖偱偡丅壗偱傕椙偄偱偡丅偦傟埲奜偼曄峏晄壜丅
; type = ChangeState                 ;乽暿偺僗僥乕僩偵曄峏偡傞乿偲偄偆堄枴偺僗僥乕僩僐儞僩儘乕儔
; value = new_state_number           ;弌偟偨偄媄偺僗僥乕僩斣崋傪擖傟傑偡
; trigger1 = command = command_name  ;擖椡僉乕愝掕僷乕僩偱搊榐偟偨僐儅儞僪偺柤慜傪偳傟偐擖傟傑偡
; . . .  (any additional triggers)   ;trigger乮忦審傪巜掕偡傞僩儕僈乕乯傪捛壛弌棃傑偡
;
;仭trigger偵巊偊傞婎杮揑側忦審乮捠忢偼乽僩儕僈乕乿偲屇偽傟偰偄傑偡乯
;
;   - StateType    - 僉儍儔僋僞乕偑偳偺忬懺偺帪偵偦偺僗僥乕僩傪弌偣傞偐偳偆偐傪寛傔傜傟傑偡丅
;                    S=棫偭偨忬懺丒C=嵗偭偨忬懺丒A=嬻拞偵偄傞忬懺丒L=墶偵搢傟偨忬懺丄偺係偮偑寛傑傝帠偱偡丅
;                    CNS偺Statedef偺壓偵偁傞乽Type = *乿偺崁栚偑忬懺偺堄枴側偺偱丄偙傟傪偙偺僩儕僈乕偱敾抐偟傑偡丅
;
;   - Ctrl         - 僐儞僩儘乕儖偑壜擻偐晄壜擻偐偳偪傜偐偺帪偵偦偺僗僥乕僩傪弌偣傞偐偳偆偐傪寛傔傜傟傑偡丅
;                    0=僐儞僩儘乕儖晄壜擻忬懺丒1=僐儞僩儘乕儖壜擻忬懺丄偱偡偑捠忢偼 Ctrl = 1 ( = 1 徣棯壜擻)偑婎杮丅
;
;   - StateNo      - 暿偺斣崋偺僗僥乕僩偐傜弌偣傞帠偑壜擻偵側傝傑偡丅
;                    偙傟傪墳梡偟偰僗乕僷乕僉儍儞僙儖傕壜擻偱偡丅
;
;   - MoveContact  - 暔棟峌寕偑憡庤偵摉偨偭偨帪乮峌寕偑僸僢僩偟偨帪丄傕偟偔偼僈乕僪偝傟偨帪乯偵丄
;                    偦偺僗僥乕僩傪弌偣傞偐偳偆偐傪寛傔傜傟傑偡丅俀庬椶係僷僞乕儞偁傝傑偡丅
;                    MoveContact or MoveContact = 1  乮峌寕偑摉偨偭偨帪乯
;                    !MoveContact or MoveContact = 0 乮峌寕偑摉偨偭偰側偄帪乯
;                    偙傟傪墳梡偟偰僗乕僷乕僉儍儞僙儖傕壜擻偱偡丅
;
;丂仸忋偺係偮埲奜偵傕偁傝傑偡偑丄懠偺僩儕僈乕偼M.U.G.E.N杮懱docs僼僅儖僟偺拞偺
;丂丂CNS僪僉儏儊儞僥乕僔儑儞傪嶲徠偟偰偔偩偝偄丅
;
;仭僗僥乕僩僄儞僩儕乕偺弴彉
;
; ChangeState偺搊榐偺弴斣偼廳梫偱偡丅忋偵棃傟偽棃傞傎偳僐儅儞僪擖椡偺桪愭搙偑崅偔側傝傑偡丅
;
; 堷梡偵側傝傑偡偑丄椺偊偽乽攇摦対僐儅儞僪偺ChangeState乮伀乢仺亄僷儞僠乯乿傪
;乽徃棿対僐儅儞僪偺ChangeState乮仺伀乢亄僷儞僠乯乿傛傝傕忋偵搊榐偟偨応崌丄
; 僎乕儉拞偱偼徃棿対傪弌偦偆偲偟偰傕攇摦対偑岆偭偰朶敪偟傗偡偔側偭偰偟傑偄傑偡丅
; 杊巭偡傞偨傔偵偼丄乽攇摦対偺ChangeState乿傪乽徃棿対偺ChangeState乿傛傝傕壓偵搊榐偟側偔偰偼側傝傑偣傫丅
;乽儗僶乕傪慜偵擖傟偰弌偡摿庩媄乿偲乽搳偘媄乿偺娭學側偳傕摨條偱偡丅
;
; 弴斣傪傛偔峫偊偰搊榐偟傑偟傚偆丅
;
;仭AI(CPU)偼偳偆摦偔偺偐
;MUGEN偺昗弨CPU偼憡庤偵嬤偯偒揔摉偵峌寕傪孞傝弌偡偩偗側偺偱丄AI僗僀僢僠偵傛傞惂屼偑昁梫側偙偲傕偁傝傑偡丅
;
;仭[Statedef -1]偲偼丠
;
; 偙偺晹暘偼CNS僾儘僌儔儈儞僌偺奼挘晹暘偺丄忢帪娔帇僗僥乕僩偵側傝傑偡丅
; 偳偺偄偐側傞忬懺偱傕愝掕偟偨婰弎偑忢偵桳岠偵側傞僗僥乕僩偱偡乮CNS偺[Statedef -2]偲帡偨傛偆側晹暘乯丅
;
; 昁梫側婰弎偲峴側偺偱丄愨懳偵徚偝側偄偱偔偩偝偄丅
;
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1];仼偙偺峴偼愨懳偵徚偝側偄偱偔偩偝偄丅昁恵偺崁栚偱偡丅

;==============================================================================
;MAX2
;==============================================================================
[State -1, 236236AC]
type = ChangeState
value = 3500
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(37) > 0
triggerall = command != "holda" && command != "holdb" 
triggerall = power >= 3000 && var(40) = 0 || power >= 2000 && var(40) > 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger5 = var(1) = 4
trigger6 = var(1) = 5

;==============================================================================
;MAX挻昁嶦媄
;==============================================================================
[State -1, 236236BD]
type = ChangeState
value = 3250
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(36) > 0
triggerall = command != "holdx" && command != "holdy" 
triggerall = ifelse((life <= lifemax / 3) || var(48),power >= 1000,power >= 2000) && var(40) = 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger5 = var(1) = 4 && StateNo != 3205

;------------------------------------------------------------------------------
[State -1, 21416AC]
type = ChangeState
value = 3050
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(33) > 0
triggerall = command != "holda" && command != "holdb" 
triggerall = ifelse((life <= lifemax / 3) || var(48),power >= 1000,power >= 2000) && var(40) = 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3
trigger5 = var(1) = 4 && StateNo != 3000

;==============================================================================
;挻昁嶦媄
;==============================================================================
[State -1, 236236B]
type = ChangeState
value = 3300
triggerall = (life <= lifemax / 3) || var(48)
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(34) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

[State -1, 236236D]
type = ChangeState
value = 3300
triggerall = (life <= lifemax / 3) || var(48)
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(35) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

[State -1, 236236B]
type = ChangeState
value = 3200 + ((var(40) > 0) * 50)
triggerall = (life > lifemax / 3) && var(48) = 0
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(34) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" 
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

[State -1, 236236D]
type = ChangeState
value = 3200 + ((var(40) > 0) * 50)
triggerall = (life > lifemax / 3) && var(48) = 0
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(35) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" 
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

;------------------------------------------------------------------------------
[State -1, 21416A]
type = ChangeState
value = 3100
triggerall = (life <= lifemax / 3) || var(48)
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(31) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

[State -1, 21416C]
type = ChangeState
value = 3100
triggerall = (life <= lifemax / 3) || var(48)
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(32) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

[State -1, 21416A]
type = ChangeState
value = 3000 + ((var(40) > 0) * 50)
triggerall = (life > lifemax / 3) && var(48) = 0
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(31) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" 
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

[State -1, 21416C]
type = ChangeState
value = 3000 + ((var(40) > 0) * 50)
triggerall = (life > lifemax / 3) && var(48) = 0
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(32) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" 
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2
trigger4 = var(1) = 3

;==============================================================================
;EX昁嶦媄
;==============================================================================
[State -1, 41236BD]
type = ChangeState
value = 1550
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(30) > 0
triggerall = command != "holdx" && command != "holdy" 
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 623BD]
type = ChangeState
value = 1450
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(27) > 0
triggerall = command != "holdx" && command != "holdy" 
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 236AC]
type = ChangeState
value = 1050
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(15) > 0
triggerall = command != "holda" && command != "holdb" 
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
triggerall =!NumProj
triggerall =!NumHelper(1050)
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 214AC]
type = ChangeState
value = 1150
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(18) > 0
triggerall = command != "holda" && command != "holdb" 
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 214BD]
type = ChangeState
value = 1350
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(24) > 0
triggerall = command != "holdx" && command != "holdy" 
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 28AC]
type = ChangeState
value = 1250
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(21) > 0
triggerall = command != "holda" && command != "holdb" 
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;==============================================================================
;昁嶦媄
;==============================================================================
[State -1, 41236B]
type = ChangeState
value = 1500
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(28) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

[State -1, 41236D]
type = ChangeState
value = 1510
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(29) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 623B]
type = ChangeState
value = 1400
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(25) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

[State -1, 623D]
type = ChangeState
value = 1410
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(26) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 236A]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(13) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" 
triggerall = statetype != A
triggerall =!NumProj
triggerall =!NumHelper(1050)
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

[State -1, 236C]
type = ChangeState
value = 1010
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(14) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" 
triggerall = statetype != A
triggerall =!NumProj
triggerall =!NumHelper(1050)
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 214A]
type = ChangeState
value = 1100
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(16) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

[State -1, 214C]
type = ChangeState
value = 1110
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(17) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 214B]
type = ChangeState
value = 1300
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(22) > 0
triggerall = command != "holdx" && command != "holdy" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

[State -1, 214D]
type = ChangeState
value = 1310
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(23) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;---------------------------------------------------------------------------
[State -1, 28A]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(19) > 0
triggerall = command != "holda" && command != "holdy" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

[State -1, 28C]
type = ChangeState
value = 1210
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(20) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" 
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1
trigger3 = var(1) = 2

;==============================================================================
;奺庬僔僗僥儉
;==============================================================================
[State -1, MAX敪摦]
type = ChangeState
value = 750
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(8) > 0
triggerall = power >= 1000 && var(40) = 0
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || var(2) >= 1

[State -1, 僋僀僢僋MAX敪摦]
type = ChangeState
value = 751
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(8) > 0
triggerall = power >= 1000 && var(40) = 0
triggerall = statetype != A
trigger1 = (stateno = [200,499]) && movecontact = 1

;---------------------------------------------------------------------------
[State -1, VarSet]
type = VarSet
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) = 2
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && !HitShakeOver
var(3) = 3

;僈乕僪僉儍儞僙儖屻曽嬞媫夞旔
[State -1, 僈乕僪僉儍儞僙儖屻曽嬞媫夞旔]
type = ChangeState
value = 710
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = var(3) = 3
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = var(16) := 2

;屻曽嬞媫夞旔
[State -1, 屻曽嬞媫夞旔]
type = ChangeState
value = 710
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) = 2
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || var(2) >= 1
trigger1 = var(16) := 1

;---------------------------------------------------------------------------
;僋僀僢僋嬞媫夞旔
[State -1, 僋僀僢僋嬞媫夞旔]
type = ChangeState
value = 700
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) != 2
triggerall = command != "holddown"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = [200,499]) && (movecontact = 1 || movereversed = 1)
trigger1 = var(16) := 2

[State -1, VarSet]
type = VarSet
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) != 2
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && !HitShakeOver
var(3) = 2

;僈乕僪僉儍儞僙儖慜曽嬞媫夞旔
[State -1, 僈乕僪僉儍儞僙儖慜曽嬞媫夞旔]
type = ChangeState
value = 700
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = var(3) = 2
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = var(16) := 2

;慜曽嬞媫夞旔
[State -1, 慜曽嬞媫夞旔]
type = ChangeState
value = 700
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(6) > 0 && Helper(99999),var(50) != 2
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || var(2) >= 1
trigger1 = var(16) := 1

;------------------------------------------------------------------------------
[State -1, VarSet]
type = VarSet
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(7) > 0
;triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && !HitShakeOver
var(3) = 1

;僈乕僪僉儍儞僙儖傆偭偲偽偟峌寕
[State -1, 僈乕僪僉儍儞僙儖傆偭偲偽偟峌寕]
type = ChangeState
value = 255
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = var(3) = 1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = (stateno = 150 || stateno = 152) && HitShakeOver

;------------------------------------------------------------------------------
;傆偭偲偽偟峌寕
[State -1, Blowback Attack Ground]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(7) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;------------------------------------------------------------------------------
;僕儍儞僾傆偭偲偽偟峌寕
[State -1, Blowback Attack Air]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(7) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;---------------------------------------------------------------------------
;P搳偘
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdb" 
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = p2bodydist X <= 11
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl || var(2) >= 1

;K搳偘
[State -1, Throw]
type = ChangeState
value = 805
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command != "holdx" && command != "holda" && command != "holdy" 
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = p2bodydist X <= 11
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl || var(2) >= 1

;------------------------------------------------------------------------------
;挧敪
[State -1, Taunt]
type = ChangeState
value = 160
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "start"
triggerall = statetype != A
triggerall = stateno != 160
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;---------------------------------------------------------------------------
;僟僢僔儏
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(4) > 0
triggerall = statetype != A
trigger1 = ctrl

;僶僢僋僗僥僢僾
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(5) > 0
triggerall = statetype != A
trigger1 = ctrl

;==============================================================================
;摿庩媄
;==============================================================================
[State -1, 6A]
type = ChangeState
value = 300
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(10) > 0
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1

;------------------------------------------------------------------------------
[State -1, 3C]
type = ChangeState
value = 310
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(11) > 0
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1

;------------------------------------------------------------------------------
[State -1, 6B]
type = ChangeState
value = 320 + ((movecontact = 1) * 5)
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(12) > 0
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = var(1) = 1

;==============================================================================
;捠忢媄
;==============================================================================
;嬤嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 16
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 400 && AnimElem = 3,>= 1
trigger6 = stateno = 430 && AnimElem = 4,>= 0

;墦嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 400 && AnimElem = 3,>= 1
trigger6 = stateno = 430 && AnimElem = 4,>= 0

;嬤嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 34
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;墦嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;------------------------------------------------------------------------------
;嬤嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 28
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 400 && AnimElem = 3,>= 1
trigger6 = stateno = 430 && AnimElem = 4,>= 0

;墦嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 400 && AnimElem = 3,>= 1
trigger6 = stateno = 430 && AnimElem = 4,>= 0

;嬤嫍棧棫偪嫮僉僢僋
[State -1, Stand Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X <= 48
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;墦嫍棧棫偪嫮僉僢僋
[State -1, Stand Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;------------------------------------------------------------------------------
;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 400 && AnimElem = 3,>= 1
trigger6 = stateno = 430 && AnimElem = 4,>= 0

;偟傖偑傒嫮僷儞僠
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;------------------------------------------------------------------------------
;偟傖偑傒庛僉僢僋
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1
trigger2 = stateno = 200 && AnimElem = 3,>= 0
trigger3 = stateno = 205 && AnimElem = 3,>= 0
trigger4 = stateno = 235 && AnimElem = 4,>= 0
trigger5 = stateno = 400 && AnimElem = 3,>= 1
trigger6 = stateno = 430 && AnimElem = 4,>= 0

;偟傖偑傒嫮僉僢僋
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = 751 && Time >= 4 || var(2) >= 1

;------------------------------------------------------------------------------
;僕儍儞僾庛僷儞僠
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(0) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;僕儍儞僾嫮僷儞僠
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(2) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;------------------------------------------------------------------------------
;僕儍儞僾庛僉僢僋
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(1) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;僕儍儞僾嫮僉僢僋
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = Helper(99999),var(3) > 0
triggerall = statetype = A
trigger1 = ctrl || stateno = 55

;==============================================================================
;偦偺懠
;==============================================================================
;僕儍儞僾
[State -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "holdup"
trigger1 = (stateno = [10,12]) || var(2) >= 1

;曕峴
[State -1, Walk]
type = ChangeState
value = 20
ctrl = 1
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
trigger1 = (stateno = [10,12]) || var(2) >= 1

;僈乕僪
[State -1, Guard]
type = ChangeState
value = 120
ctrl = 1
triggerall = var(59) != 1
triggerall =!Ishelper
triggerall = roundstate = 2
triggerall = command = "holdback"
triggerall =!(statetype = A && (Vel X > 0 || Pos Y >= -32 || Helper(40000),var(1) = 0))
triggerall = stateno != 40 && (stateno != [120,155])
trigger1 = InGuardDist
trigger1 = ctrl || var(2) >= 1

;------------------------------------------------------------------------------
[State -1, 峴摦惂尷]
type = AssertSpecial
trigger1 = RoundState >= 3
flag = NoWalk

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; AI
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------
; 奺庬僿儖僷乕
;---------------------------------------------------------------------------
[State -1, AI婲摦梡僿儖僷乕]
type = Helper
trigger1 = !NumHelper(30000)
trigger1 = !var(59)
helpertype = Normal
name = "AI"
stateno = 30000
ID = 30000
pos = 9999,9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State -1, 僈乕僪僠僃僢僋僿儖僷乕]
Type = Helper
triggerall = var(59) = 1
triggerall = RoundState = 2
trigger1 =!NumHelper(30100+id)
trigger1 =!IsHelper
HelperType = Normal
Name = "Guard"
PosType = left
StateNo = 30100
ID = 30100+id
PauseMoveTime = 0
pos=0,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -1, 旘傃摴嬶妋擣僿儖僷乕]
Type = Helper
triggerall = var(59) = 1
trigger1 =!NumHelper(30200)
trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU"
StateNo = 30200
ID = 30200
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -1, 旘傃摴嬶妋擣僿儖僷乕]
Type = Helper
triggerall = var(59) = 1
trigger1 =!NumHelper(30250)
trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU ITI A"
StateNo = 30250
ID = 30250
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -1, 旘傃摴嬶妋擣僿儖僷乕]
Type = Helper
triggerall = var(59) = 1
trigger1 =!NumHelper(30251)
trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU ITI B"
StateNo = 30250
ID = 30251
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

;---------------------------------------------------------------------------
[State -1, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type = ChangeState
trigger1 = ishelper(30000)
trigger1 = stateno != 30000
value = 30000

[State -1, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type = ChangeState
trigger1 = ishelper
trigger1 = ishelper(30100+Root,id)
trigger1 = stateno != 30100
value = 30100

[State -1, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type = SelfState
trigger1 = ishelper(30200)
trigger1 = stateno != 30200
value = 30200

[State -1, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type = SelfState
trigger1 = ishelper(30250) || ishelper(30251)
trigger1 = stateno != 30250
value = 30250

;-----------------------------------------------------------------------------
; AI swich -> ON
;-----------------------------------------------------------------------------
[State -1,杮懱AI僼儔僌]
type = VarSet
trigger1 =!IsHelper
trigger1 = NumHelper(30000)
trigger1 = Helper(30000),var(59)
var(59) = Helper(30000),var(59)
ignorehitpause = 1

;-----------------------------------------------------------------------------
;僞僢僌梡惗巰敾暿
;-----------------------------------------------------------------------------
[State -1, VarSet]
type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = Enemynear,Life > 0
var(58) = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, VarSet]
type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = Enemynear,Life = 0
var(58) = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;-----------------------------------------------------------------------------
; AI儗儀儖娗棟
;-----------------------------------------------------------------------------
[State -1, 儕儈僢僞乕]
type = VarSet
trigger1 = var(57) > 8
trigger2 = Var(56) > 10
var(57) = 0

[State -1, 斀墳懍搙惂尷]
type = VarSet
trigger1 = var(56) > var(57) + 2
var(56) = var(57) + 2

;-----------------------------------------------------------------------------
;憡庤偺婲偒忋偑傝偺搳偘柍揋傪挷傋傞
;-----------------------------------------------------------------------------
[State -1, VarSet]
type = VarSet
trigger1 = enemynear(var(58)),statetype = L
V = 53
Value = -1
IgnoreHitPause = 1

[State -1, VarSet]
Type = VarAdd
triggerall = var(53) > 0
trigger1 = enemynear(var(58)),statetype != L
V = 53
Value = -1
IgnoreHitPause = 1

[State -1, VarSet]
type = VarSet
triggerall = var(53) = -1
trigger1 = enemynear(var(58)),statetype != L
V = 53
Value = 12
IgnoreHitPause = 1

;-----------------------------------------------------------------------------
;摉偰搳偘乛僗僇僔壓抜
;-----------------------------------------------------------------------------
[State -1, 儕僙僢僩]
type = VarSet
trigger1 = var(52) = 0
trigger2 = var(51) > 60
var(51) = 0

[State -1, 僇僂儞僩]
type = VarAdd
trigger1 = var(52) = 1
trigger2 =(var(52) = 2 || var(52) = 3) && enemynear(var(58)),statetype != L
var(51) = 1

;--------------------------------
[State -1, 儕僙僢僩]
type = VarSet
triggerall = var(52)
trigger1  = roundstate != 2
trigger2  = var(51) >= 60
trigger3  = var(52) = 1 || var(52) = 2
trigger3  = stateno = 800 || stateno = 805 || stateno = 1400
trigger4  = var(52) = 3
trigger4  = stateno = 430
trigger5  = movehit = 1
trigger6  = movetype = H
trigger7  = enemynear(var(58)),statetype = A
trigger8  = enemynear(var(58)),stateno = 5700 || (enemynear(var(58)),stateno = [5710,5715])
trigger9  = var(52) = 1
trigger9  = enemynear(var(58)),statetype = L
;trigger10 = var(52) = 2 || var(52) = 3
;trigger10 = stateno != 55
;trigger10 = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693) && enemynear(var(58)),animtime = 0
var(52) = 0

[State -1, 忦審侾]
type = VarSet
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = var(52) = 0
triggerall = RoundState = 2
triggerall = Random <= 200
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist x = [-20,40]
triggerall = moveguarded = 1
trigger1 = stateno = 200 || stateno = 205 || stateno = 230 || stateno = 235
trigger2 = stateno = 400 || stateno = 430
trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650
trigger4 = stateno = 320
var(52) = 1

[State -1, 忦審俀]
type = VarSet
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2
trigger1 = enemynear(var(58)),statetype = L
trigger1 = var(48) = 3
var(52) = 2 + (Random%2)

;-----------------------------------------------------------------------------
; 懸婡
;-----------------------------------------------------------------------------

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憡庤婥愨屻偺峴摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 -1, 慜拞僕儍儞僾]
Type = ChangeState
value = 34
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),stateno = 5715
triggerall = enemynear(var(58)),anim = 5300
triggerall = enemynear(var(58)),movetype = H
triggerall = P2BodyDist X = [56,64]
trigger1 = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = var(54) := 1
trigger2 = stateno = 160 && Time >= 33
trigger2 = var(54) := 1

;挧敪
[State -1, Taunt]
type = ChangeState
value = 160
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),stateno = 5713
triggerall = enemynear(var(58)),movetype = H
triggerall = P2BodyDist X = [56,64]
trigger1 = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

[State -1, 掆巭]
type = ChangeState
value = 0
ctrl = 0
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),movetype = H
triggerall = P2BodyDist X = [56,64]
triggerall = stateno = 21 || stateno = 22
trigger1 = enemynear(var(58)),stateno = [5710,5712]
trigger2 = enemynear(var(58)),stateno = 5713 || enemynear(var(58)),stateno = 5715

[State -1, 慜恑(婲偒峌傔埵抲庢傝)]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),movetype = H
triggerall = P2BodyDist X > 64
triggerall =!((enemynear(var(58)),stateno = [5710,5712]) && P2BodyDist X < 60)
triggerall = ctrl || stateno = 0 || stateno = 22 && Time >= 8
trigger1 = enemynear(var(58)),stateno = [5710,5712]
trigger2 = enemynear(var(58)),stateno = 5713 || enemynear(var(58)),stateno = 5715

[State -1, 屻戅(婲偒峌傔埵抲庢傝)]
type = ChangeState
value = 22
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall = enemynear(var(58)),movetype = H
triggerall = P2BodyDist X < 56
triggerall = backedgebodydist > 8
triggerall =!((enemynear(var(58)),stateno = [5710,5712]) && P2BodyDist X < 60)
triggerall = ctrl || stateno = 0 || stateno = 21 && Time >= 8
trigger1 = enemynear(var(58)),stateno = [5710,5712]
trigger2 = enemynear(var(58)),stateno = 5713 || enemynear(var(58)),stateno = 5715

[State -1, 僟僢僔儏乛僼儘儞僩僗僥僢僾 婲偒峌傔埵抲庢傝]
Type = ChangeState
Value = 100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),movetype = H
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = p2bodydist x >= 120
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),stateno = [5710,5712]
trigger2 = enemynear(var(58)),stateno = 5713 || enemynear(var(58)),stateno = 5715

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;懳抧棆恔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 -1, 偟傖偑傒]
Type = ChangeState
Value = 10
ctrl = 0
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = Helper(40000),fvar(3) >= 1

[State -1, 夝彍]
Type = ChangeState
Value = 12
ctrl = 1
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = teammode = single || teammode = turns
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = stateno = 11 && ctrl = 0
trigger1 = Helper(40000),fvar(3) = 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
;旘傃摴嬶懳嶔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;慜曽嬞媫夞旔(旘傃摴嬶懳嶔)
[State -1, 慜曽嬞媫夞旔]
type = ChangeState
value = 700;ifelse(P2bodydist X >= 120 && Random%3 = 0,36,700)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 250 || (P2bodydist X >= 160 && enemynear(var(58)),MoveType = A || var(57) >= 8) && Random <= 400
triggerall = statetype != A
triggerall = enemynear(var(58)),MoveType != H
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = P2bodydist X >= 200 || (enemynear(var(58)),AnimTime <= -33 && !enemynear(var(58)),Ctrl)
trigger1 = (Enemy,NumHelper > 0 && (Enemy,NumHelper > Helper(30200),var(1))) || Enemy,Numproj != 0
trigger1 = Helper(30250),var(0) = 1 || Helper(30251),var(1) = 1
trigger1 = var(16) := 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
;寗撍偒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬤嫍棧棫偪嫮僉僢僋
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 250 || var(57) >= 8 && Random <= 400
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = (enemynear(var(58)),stateno = [200,699]) || enemynear(var(58)),stateno >= 1000
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),animtime <= -4
triggerall = enemy,numproj = 0
triggerall = p2bodydist X <= 48
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-10,60]

;偟傖偑傒嫮僷儞僠
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 250 || var(57) >= 8 && Random <= 400
triggerall = statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = (enemynear(var(58)),stateno = [200,699]) || enemynear(var(58)),stateno >= 1000
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = enemynear(var(58)),animtime <= -7
triggerall = enemy,numproj = 0
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = P2BodyDist X = [20,64]

;K搳偘
[State -1, Throw]
type = ChangeState
value = 805
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = var(17) = 0 && var(18) != 2 && var(53) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 250 || var(57) >= 8 && Random <= 400
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [30,49]
triggerall = enemynear(var(58)),stateno != 105
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = backedgedist <= 120
triggerall = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 14 || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-10,11]

;P搳偘
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = var(17) = 0 && var(18) != 2 && var(53) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 250 || var(57) >= 8 && Random <= 400
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [30,49]
triggerall = enemynear(var(58)),stateno != 105
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = backedgedist > 120
triggerall = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 14 || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-10,11]

;僟僢僔儏(寗撍偒)
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 6 && Random <= 250 || var(57) >= 6
triggerall = statetype != A
triggerall = P2Dist X > 0
triggerall = p2bodydist x >= 48
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = P2BodyDist X > 120 || enemynear(var(58)),facing = facing
trigger1 = enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),MoveType = A
trigger1 =!enemynear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
trigger1 = enemynear(var(58)),Time >= 60
trigger2 = enemynear(var(58)),MoveType != H
trigger2 = enemynear(var(58)),StateType = A
trigger2 =!enemynear(var(58)),Ctrl
trigger2 = enemynear(var(58)),facing = facing

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝曉偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;慜曽嬞媫夞旔
[State -1, 慜曽嬞媫夞旔]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 150 || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),facing != facing
triggerall =!enemynear(var(58)),HitDefAttr = SCA, AT
triggerall = InGuardDist || NumHelper(30100+id) && Helper(30100+id),InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),statetype != A
trigger1 = p2bodydist x = [-10,ifelse(stateno = 100,160,100)]
trigger1 = enemynear(var(58)),animtime <= -33
trigger1 = var(16) := 1
trigger2 = var(57) >= 6
trigger2 = enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),facing != facing && (p2bodydist x = [-64,32])
trigger2 = enemynear(var(58)),Vel X > 0
trigger2 = p2bodydist y < 0-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(39))
trigger2 = var(16) := 1

;僷僢僷僷儚乕
[State -1, 愗傝曉偟僷僢僷僷儚乕]
type = ChangeState
value = 3100 + (random%2*200)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(10) != 1
triggerall = (life <= lifemax / 3) || var(48)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = Random <= 50 + ((((Helper(40000),fvar(4)) + 1) * var(56)) / 2) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250 || var(57) >= 6 && p2life <= 180
triggerall = statetype != A
;triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
;triggerall = enemynear(var(58)),facing != facing
;triggerall = !enemynear(var(58)),numproj 
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist X = [-10,110]
trigger1 = enemynear(var(58)),animtime <= -15

;庛僶僗僞乕僂儖僼
[State -1, 庛僶僗僞乕僂儖僼]
type = ChangeState
value = ifelse((life <= lifemax / 3) || var(48),3250,3200 + ((var(40) > 0) * 50))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(10) != 1
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = Random <= 50 + ((((Helper(40000),fvar(4)) + 1) * var(56)) / 2) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250 || var(57) >= 6 && p2life <= 180
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
;triggerall = enemynear(var(58)),facing != facing
;triggerall = !enemynear(var(58)),numproj 
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist X = [40,180]
trigger1 = enemynear(var(58)),animtime <= -15

;庛僷儚乕僎僀僓乕
[State -1, 庛僷儚乕僎僀僓乕]
type = ChangeState
value = ifelse((life <= lifemax / 3) || var(48),3050,3000 + ((var(40) > 0) * 50))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(10) != 1
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = Random <= 50 + ((((Helper(40000),fvar(4)) + 1) * var(56)) / 2) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250 || var(57) >= 6 && p2life <= 180
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
;triggerall = enemynear(var(58)),facing != facing
;triggerall = !enemynear(var(58)),numproj 
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist X = [0,110]
trigger1 = enemynear(var(58)),animtime <= -15

;庛僷儚乕僟儞僋
[State -1, 庛僷儚乕僟儞僋]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = Random <= 50 + ((((Helper(40000),fvar(4)) + 1) * var(56)) / 2) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = enemynear(var(58)),facing != facing
triggerall = inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist X = [-10,80]
trigger1 = enemynear(var(58)),animtime <= -7

;庛儔僀僕儞僌僞僢僋儖
[State -1, 庛儔僀僕儞僌僞僢僋儖]
type = ChangeState
value = 1200 + ((var(40) > 0) * 50)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = Random <= 50 + ((((Helper(40000),fvar(4)) + 1) * var(56)) / 2) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = enemynear(var(58)),facing != facing
triggerall = inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist X = [-10,52]
trigger1 = enemynear(var(58)),animtime <= -6

;屻曽嬞媫夞旔
[State -1, 屻曽嬞媫夞旔]
type = ChangeState
value = 710
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 150 || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall =!enemynear(var(58)),HitDefAttr = SCA, AT
triggerall = InGuardDist || NumHelper(30100+id) && Helper(30100+id),InGuardDist
triggerall =!Enemy,NumProj
triggerall = BackEdgeBodyDist >= 20
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),facing != facing
trigger1 = p2bodydist x = [-10,80]
trigger1 = enemynear(var(58)),animtime <= -20
trigger1 = var(16) := 1
trigger2 = var(57) >= 6
trigger2 = enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),facing != facing
trigger2 = p2bodydist x = [0+floor(10*(enemynear(var(58)),vel x)),64+floor(10*(enemynear(var(58)),vel x))]
trigger2 = p2bodydist y < 0-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(39))
trigger2 = enemynear(var(58)),Vel Y >= 0
trigger2 = var(16) := 1
trigger3 = var(57) >= 6
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),facing = facing && (p2bodydist x = [-32,64])
trigger3 = p2bodydist y < 0-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(39))
trigger3 = var(16) := 1

[State -1, 僕儍儞僾(懳搳偘梡)]
type = ChangeState
value = ifelse(p2bodydist x >= 24,32,ifelse(p2bodydist x >= 48,34,39))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56)) || enemynear(var(58)),Time >= 24
triggerall = Random <= 50 + ((((Helper(40000),fvar(4)) + 1) * var(56)) * 4) || enemynear(var(58)),Time >= 24
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),HitDefAttr = SC, NT, ST, HT
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-20,120]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;杊屼(僈乕僪摍)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 -1, 撪晹偺僈乕僪偺擣幆傪偟側偄]
type = AssertSpecial
trigger1 = var(59) = 1
trigger1 = var(57) >= 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard

;---------------------------------------------------------------------------
;僈乕僪
[State -1, Guard]
type = ChangeState
value = ifelse(stateno = 100,101,120)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall =!(statetype = A && (Vel X > 0 || Pos Y >= -32 || Helper(40000),var(1) = 0))
triggerall = RoundState = 2
triggerall = Random <= (var(57) * var(56) * (4 + ((var(57) >= 6) * 2) + ((var(57) >= 7) * 2))) || var(57) >= 6 && Helper(40000),fvar(2) >= 1 || var(57) >= 8 || stateno = 22
triggerall = var(57) < 6 && Random <= 500 || var(57) >= 6
triggerall =!(stateno = [120,159])
triggerall = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 14 || var(2) >= 1
trigger1 = inguarddist
trigger2 = enemynear(var(58)),movetype = A
trigger2 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger2 = stateno != 100 || stateno = 100 && p2dist y > -45 || numenemy >= 2
trigger2 = p2bodydist x < 0
trigger2 = p2dist x > 0 || p2dist x < 0
trigger3 = inguarddist
trigger3 = numenemy > 1
trigger3 = enemy(0),numhelper+enemy(1),numhelper > 0 || enemy(0),numproj+enemy(1),numproj > 0
trigger4 = numhelper(30100+id)
trigger4 = helper(30100+id),inguarddist
trigger4 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT

;僈乕僪僉儍儞僙儖慜曽嬞媫夞旔
[State -1, 僈乕僪僉儍儞僙儖慜曽嬞媫夞旔]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2
triggerall = power >= 1000
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = p2bodydist x = [-5,60]
triggerall = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),AnimTime <= -40
trigger1 = Random <= 250
trigger1 = var(16) := 2
trigger2 = enemynear(var(58)),statetype = A
trigger2 = FrontEdgeBodyDist > 60
trigger2 = Random <= 50
trigger2 = var(16) := 2

;僈乕僪僉儍儞僙儖屻曽嬞媫夞旔
[State -1, 僈乕僪僉儍儞僙儖屻曽嬞媫夞旔]
type = ChangeState
value = 710
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2
triggerall = power >= 1000
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = Random <= 50
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = p2bodydist x = [-5,60]
triggerall = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = enemynear(var(58)),statetype != A
trigger1 = BackEdgeBodyDist > 60
trigger1 = var(16) := 2

;僈乕僪僉儍儞僙儖傆偭偲偽偟峌寕
[State -1, Guard Counter Blowback Attack]
type = ChangeState
value = 255
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2
triggerall = power >= 1000
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = p2bodydist x = [-5,60]
triggerall = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = enemynear(var(58)),statetype != A
trigger1 = Random <= 100
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist y = [-60-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39)),0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39))]
trigger2 = Random <= 200

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;楢懕媄
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;==============================================================================
;晜偐偣偐傜偺楢懕媄
;==============================================================================
[State -1, 儕僙僢僩]
type = VarSet
triggerall = var(59) = 1
triggerall = var(50)
trigger1 = stateno = [5000,5270]
trigger2 = enemynear(var(58)),statetype = L
trigger3 = enemynear(var(58)),movetype = A
trigger4 = enemynear(var(58)),movetype != H
trigger5 = enemynear(var(58)),stateno = [0,159]
trigger6 = enemynear(var(58)),ctrl=1
trigger7 = roundstate != 2
trigger8 = stateno = 1100 || stateno = 1150 || stateno = 1200 || stateno = 1250 || (stateno = [3000,4999])
var(50) = 0

;-----------------------------------------------------------------------------
;奺庬捛寕
;-----------------------------------------------------------------------------
[State -1, 僸僢僩妋擣]
type = Null
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
trigger1 = stateno = 650 && movehit
trigger1 = var(13) = 14
trigger1 = var(50) := 1
trigger2 = ProjHitTime(1000) = 1
trigger2 = var(50) := 3
trigger3 = stateno = 1350 && movehit
trigger3 = var(50) := 2
trigger4 = stateno = 1510 && movehit
trigger4 = var(50) := 1
trigger5 = stateno = 1550 && movehit
trigger5 = var(50) := 2
trigger6 = enemynear(var(58)),stateno = 5674
trigger6 = var(50) := 2

;---------------------------------------------------------------------------
[State -1, 28C]
type = ChangeState
value = 1210 + ((Power < 1000 && var(40) > 0) * 40)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 3
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist y = [-20-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(39)),20-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(39))]
triggerall = FrontEdgeBodyDist <= 40
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

[State -1, 41236BD]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 2
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 =!(var(22) = 1 || var(22) = 11)

[State -1, 214BD]
type = ChangeState
value = 1350
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 2
triggerall = power >= 1000 && var(40) = 0 || var(40) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall = enemynear(var(58)),stateno != [1551,1553]
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 =!(var(22) = 10 || var(22) = 11)

[State -1, 236A]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 2 || var(50) = 4
triggerall = (var(22) = 1 || var(22) = 10 || var(22) = 11) || var(40) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall = FrontEdgeBodyDist <= 40
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

[State -1, 214A]
type = ChangeState
value = 1110 + ((Power < 1000 && var(40) > 0) * 40)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 2
triggerall = (var(22) = 1 || var(22) = 10 || var(22) = 11) || var(40) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist y = [-28-floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(39)),20-floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(39))]
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

[State -1, 214A]
type = ChangeState
value = 1100 + ((Power < 1000 && var(40) > 0) * 40)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist y = [-28-floor(14*(enemynear(var(58)),vel y)+(14*(14+1)/2)*fvar(39)),20-floor(14*(enemynear(var(58)),vel y)+(14*(14+1)/2)*fvar(39))]
trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

;==============================================================================
;僋僀僢僋MAX
;==============================================================================
;-----------------------------------------------------------------------------
;敪摦乣宷偓
;-----------------------------------------------------------------------------
;嬤嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 245
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = stateno = 751 && Time >= 4 
trigger1 = p2bodydist x = [-15,10]

;僋僀僢僋MAX
[State -1, 僋僀僢僋MAX]
type = ChangeState
value = 751
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = power >= 1000 && var(40) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125 || var(57) >= 6
triggerall = var(57) < 6 && Random <= 50 || var(57) >= 6 && (Random >= 250 || power >= 2000)
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = (stateno = [200,499]) && movehit = 1
trigger1 = enemynear(var(58)),GetHitVar(HitTime) = 17
trigger1 = p2bodydist x = [-10,44]

;==============================================================================
;僕儍儞僾峌寕摍偐傜偺宷偓
;==============================================================================
;嬤嫍棧棫偪嫮僉僢僋
[State -1, Stand Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
;triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),GetHitVar(HitTime) >= 4-1
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = P2BodyDist X = [-10,60]
triggerall = p2bodydist X <= 48
trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
;triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),GetHitVar(HitTime) = 4-1
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = p2bodydist X = [-10,50]
trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

;==============================================================================
;曵偟
;==============================================================================
[State -1, 僷僞乕儞慖戰]
type = varset
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = enemynear(var(58)),statetype = C
trigger1 = var(1) = 1 && moveguarded = 1
trigger1 = p2bodydist x = [-10,32]
var(43) = 1 + (Random % 2)

[State -1, 儕僙僢僩]
type = varset
triggerall = var(43) != 0
trigger1 = roundstate != 2
trigger2 = movetype = H || statetype = L
trigger3 = ctrl
var(43) = 0

;------------------------
[State -1, 6B]
type = ChangeState
value = 320
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = moveguarded && var(43) = 1
trigger1 = var(1) = 1 && (!movecontact || movecontact >= 2)

;=============================================================================
;宷偓
;=============================================================================
;僶僢僋僫僢僋儖
[State -1, 僶僢僋僫僢僋儖]
type = ChangeState
value = 300
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = power >= 1000 && var(40) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 250 || power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = movehit
trigger1 = stateno = 200 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger2 = stateno = 205 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger3 = stateno = 215 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger4 = stateno = 235 && animelemtime(3) > 0 && animelemtime(4) < 0
trigger5 = stateno = 245 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger6 = stateno = 400 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger7 = stateno = 410 && animelemtime(4) > 0 && animelemtime(5) < 0

[State -1, 6B]
type = ChangeState
value = 325
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist x = [-10,32]
triggerall = movecontact = 1
triggerall = movehit || moveguarded && var(43) != 1
trigger1 = stateno = 215 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 245 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger3 = stateno = 410 && animelemtime(4) > 0 && animelemtime(5) < 0

;儔僀僕儞僌傾僢僷乕
[State -1, 儔僀僕儞僌傾僢僷乕]
type = ChangeState
value = 310
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist x = [-10,28]
triggerall = movehit || moveguarded && var(43) != 1
trigger1 = stateno = 200 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger2 = stateno = 205 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger3 = stateno = 235 && animelemtime(3) > 0 && animelemtime(4) < 0
trigger4 = stateno = 400 && animelemtime(2) > 0 && animelemtime(3) < 0

;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist x = [-10,30]
triggerall = movecontact
trigger1 = stateno = 200 && AnimElem = 3,>= 0
trigger2 = stateno = 205 && AnimElem = 3,>= 0
trigger3 = stateno = 235 && AnimElem = 4,>= 0
trigger4 = stateno = 400 && AnimElem = 3,>= 1
trigger5 = stateno = 430 && AnimElem = 4,>= 0

;墦嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist x = [30,75]
triggerall = movecontact
trigger1 = stateno = 200 && AnimElem = 3,>= 0
trigger2 = stateno = 205 && AnimElem = 3,>= 0
trigger3 = stateno = 235 && AnimElem = 4,>= 0
trigger4 = stateno = 400 && AnimElem = 3,>= 1
trigger5 = stateno = 430 && AnimElem = 4,>= 0

;==============================================================================
;MAX2
;==============================================================================
[State -1, 236236AC]
type = ChangeState
value = 3500
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = power >= 3000 && var(40) = 0 || power >= 2000 && var(40) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
;triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
;triggerall = enemynear(var(58)),statetype != A
;triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
trigger1 = (stateno = 1100 || stateno = 1110) && (MoveHit = [1,3])
trigger1 = power < 4000 + ((var(40) = 0) * 1000) || power >= 4000 + ((var(40) = 0) * 1000) && Random <= 150
trigger2 = (stateno = 1200 || stateno = 1210) && animelemtime(3) > 0 && animelemtime(4) < 0 && (MoveHit = [1,3])
trigger2 = power < 4000 + ((var(40) = 0) * 1000) || power >= 4000 + ((var(40) = 0) * 1000) && Random <= 150
trigger3 = (stateno = 1500 || stateno = 1510) && (MoveHit = [1,3])
trigger3 = power < 4000 + ((var(40) = 0) * 1000) || power >= 4000 + ((var(40) = 0) * 1000) && Random <= 150
trigger4 = stateno = 3000
trigger4 = NumHelper(3000) = 1
trigger4 = Helper(3000),MoveHit = [1,8]
trigger5 = stateno = 3205 && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger6 = stateno = 3050
trigger6 = NumHelper(3051) = 1
trigger6 = Helper(3051),MoveHit = [1,8]
trigger7 = stateno = 3255 && animelemtime(9) > 0 && (MoveHit = [1,3])


;==============================================================================
;MAX挻昁嶦媄
;==============================================================================

;==============================================================================
;挻昁嶦媄
;==============================================================================
[State -1, 236236B]
type = ChangeState
value = ifelse((life <= lifemax / 3) || var(48),3250,3200 + ((var(40) > 0) * 50))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125 || var(40) > 0
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = var(40) = 0 && Random <= 100 || var(40) > 0
triggerall = statetype != A
;triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = movehit
trigger1 = (stateno = 1100 || stateno = 1110) && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger2 = (stateno = 1200 || stateno = 1210) && animelemtime(3) > 0 && animelemtime(4) < 0 && (movecontact || movereversed)
trigger3 = (stateno = 1500 || stateno = 1510) && ((movecontact = [1,3]) || (movereversed = [1,3]))

[State -1, 236236B]
type = ChangeState
value = ifelse((life <= lifemax / 3) || var(48),3250,3200 + ((var(40) > 0) * 50))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125 || var(40) > 0
triggerall = statetype != A
;triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = ctrl
trigger1 = enemynear(var(58)),stateno = [5000,5110]

[State -1, 236236B]
type = ChangeState
value = 3300
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = (life <= lifemax / 3) || var(48)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125 || var(40) > 0
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = var(40) = 0 && Random <= 100 || var(40) > 0
triggerall = statetype != A
;triggerall = enemynear(var(58)),statetype != A
;triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = movehit
trigger1 = (stateno = 1100 || stateno = 1110) && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger2 = (stateno = 1200 || stateno = 1210) && animelemtime(3) > 0 && animelemtime(4) < 0 && (movecontact || movereversed)
trigger3 = (stateno = 1500 || stateno = 1510) && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger4 = (stateno = 1401 || stateno = 1411) && ((movecontact = [1,3]) || (movereversed = [1,3]))


;==============================================================================
;EX昁嶦媄
;==============================================================================
;-----------------------------------------------------------------------------
;婎杮僐儞儃
;-----------------------------------------------------------------------------
[State -1, 41236BD]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = var(40) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = FrontEdgeBodyDist > 60
triggerall = movehit
trigger1 = stateno = 215 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 245 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger3 = stateno = 410 && animelemtime(4) > 0 && animelemtime(5) < 0
trigger4 = stateno = 310 && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger5 = stateno = 325 && ((movecontact = [1,3]) || (movereversed = [1,3]))

[State -1, 214BD]
type = ChangeState
value = 1350
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = var(40) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = movehit
trigger1 = stateno = 215 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 245 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger3 = stateno = 410 && animelemtime(4) > 0 && animelemtime(5) < 0
trigger4 = stateno = 310 && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger5 = stateno = 325 && ((movecontact = [1,3]) || (movereversed = [1,3]))

;==============================================================================
;昁嶦媄
;==============================================================================
;-----------------------------------------------------------------------------
;婎杮僐儞儃
;-----------------------------------------------------------------------------
;庛僷儚乕僟儞僋
[State -1, 庛僷儚乕僟儞僋]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = p2bodydist x = [-10,40]
triggerall = movehit
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger2 = stateno = 235 && animelemtime(3) > 0 && animelemtime(4) < 0
trigger3 = stateno = 400 && animelemtime(2) > 0 && animelemtime(3) < 0

[State -1, 214A]
type = ChangeState
value = 1100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = movehit
trigger1 = stateno = 215 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 245 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger3 = stateno = 410 && animelemtime(4) > 0 && animelemtime(5) < 0
trigger4 = stateno = 310 && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger5 = stateno = 325 && ((movecontact = [1,3]) || (movereversed = [1,3]))

[State -1, 41236B/D]
type = ChangeState
value = 1500 + ((Random%2)*10)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && movecontact = 1 && Random <= 100 || var(57) >= 6
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = moveguarded && var(43) != 1
trigger1 = stateno = 200 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger2 = stateno = 205 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger3 = stateno = 215 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger4 = stateno = 235 && animelemtime(3) > 0 && animelemtime(4) < 0
trigger5 = stateno = 245 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger6 = stateno = 400 && animelemtime(2) > 0 && animelemtime(3) < 0
trigger7 = stateno = 410 && animelemtime(4) > 0 && animelemtime(5) < 0
trigger8 = stateno = 440 && animelemtime(4) > 0 && animelemtime(5) < 0
trigger9 = stateno = 250 && animelemtime(11) > 0 && animelemtime(12) < 0
trigger10 = stateno = 310 && ((movecontact = [1,3]) || (movereversed = [1,3]))
trigger11 = stateno = 325 && ((movecontact = [1,3]) || (movereversed = [1,3]))

;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
;婲偒峌傔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------
;婲偒峌傔
;---------------------------------------------------------------------------
[State -1, 婲偒峌傔慖戰]
type = VarSet
triggerall = var(59) = 1
triggerall = var(57) >= 6
triggerall = var(44) = 0
triggerall = roundstate = 2
triggerall = enemynear(var(58)),statetype = L && enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno != 5120 || enemynear(var(58)),animtime < -4
trigger1 = statetype != L && movetype != H
trigger1 = p2bodydist X <= 150
var(44) = 1 + (Random % 4)

[State -1, 儕僙僢僩]
type = VarSet
triggerall = var(44) != 0
trigger1 = roundstate != 2 || movetype = H || movetype = A || statetype = L
trigger2 = enemynear(var(58)),stateno = [5710,5715]
var(44) = 0

[State -1, 儕僙僢僩]
type = VarSet
triggerall = var(44) != 0
triggerall = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693)
trigger1 = var(44) = 1 && enemynear(var(58)),animtime = 0
trigger2 = var(44) = 2 && enemynear(var(58)),animtime > -6
trigger2 = !((stateno = [30,39]) || statetype = A)
trigger3 = var(44) = 3 && enemynear(var(58)),animtime > -20
trigger4 = var(44) = 4
var(44) = 10

[State -1, 偟傖偑傒庛僉僢僋 壓抜婲偒峌傔]
type = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(44) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,40]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693)
trigger1 = enemynear(var(58)),animtime = -1

[State -1, 6B丒彫乛拞僕儍儞僾 拞抜婲偒峌傔]
Type = ChangeState
Value = ifelse(Random%2 = 0,320,ifelse(p2bodydist X >= 80,34,32))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,120]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693)
trigger1 = enemynear(var(58)),animtime = [-16,-12]

[State -1, 僕儍儞僾嫮僉僢僋 婲偒峌傔]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = stateno != 55 && Vel Y >= 0 && Pos Y >= -72-floor(7*vel Y) || stateno = 55 && Time >= 18

[State -1, 彫乛拞僕儍儞僾 僗僇僔搳偘婲偒峌傔]
Type = ChangeState
Value = ifelse(p2bodydist X >= 80,34,ifelse(p2bodydist X <= 10,39,32))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(44) = 3
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,120]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693)
trigger1 = enemynear(var(58)),animtime < -20
trigger1 = var(54) := 1

[State -1, 慜戝僕儍儞僾 抂扙弌]
type = ChangeState
value = 36
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype = L
triggerall = enemynear(var(58)),stateno != 5120
triggerall = p2bodydist X <= 80
triggerall = BackEdgeBodyDist <= 20
triggerall =!Inguarddist
trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

;庛僷儚乕僂僃僀僽(棤)
[State -1, 庛僷儚乕僂僃僀僽(棤)]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(10) = 1 || var(10) = 2
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 600
triggerall = StateType != A
triggerall = P2BodyDist X >= 160
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall = enemynear(var(58)),StateType = A || enemynear(var(58)),StateType = L
triggerall =!NumProj
trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1

;---------------------------------------------------------------------------
;埵抲庢傝
;---------------------------------------------------------------------------
[State -1, 僟僢僔儏 婲偒峌傔埵抲庢傝(彫懌婲偒峌傔梡)]
Type = ChangeState
Value = 100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(44) = 1
triggerall = Random <= var(57) * 125
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = p2bodydist x >= 20
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693)
trigger1 = enemynear(var(58)),animtime >= -10

[State -1, 僟僂儞捛寕僷僢僷僷儚乕]
Type = ChangeState
Value = 3300
triggerall = (life <= lifemax / 3) || var(48)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = Random <= var(57) * 125
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = p2bodydist x >= 120
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),StateType = A
trigger1 = enemynear(var(58)),StateNo = [5000,5100]
trigger2 = enemynear(var(58)),StateType = L
trigger3 = enemynear(var(58)),StateNo = 5622

;---------------------------------------------------------------------------
[State -1, 僟僂儞捛寕僷僢僷僷儚乕]
type = ChangeState
value = 3100
ctrl = 1
triggerall = (life <= lifemax / 3) || var(48)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = L || enemynear(var(58)),StateNo = 5622
triggerall = stateno = 21 || stateno = 22
trigger1 = var(44) != 1
trigger1 = P2BodyDist X = [0,52]
trigger2 = var(44) = 1
trigger2 = P2BodyDist X = [-10,44]

[State -1, 慜恑(婲偒峌傔埵抲庢傝)]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = L || enemynear(var(58)),StateNo = 5622
triggerall = ctrl || stateno = 22 && Time >= 8
trigger1 = var(44) != 1
trigger1 = P2BodyDist X > 52
trigger2 = var(44) = 1
trigger2 = P2BodyDist X > 44

[State -1, 屻戅(婲偒峌傔埵抲庢傝)]
type = ChangeState
value = 22
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall = enemynear(var(58)),StateType = L || enemynear(var(58)),StateNo = 5622
triggerall = backedgebodydist > 8
triggerall = ctrl || stateno = 21 && Time >= 8
trigger1 = var(44) != 1
trigger1 = P2BodyDist X < 0
trigger2 = var(44) = 1
trigger2 = P2BodyDist X < 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
;棫偪夞傝丄媄怳傝(抧忋)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------
;搳偘
;---------------------------------------------------------------------------
;K搳偘
[State -1, Throw]
type = ChangeState
value = 805
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) != 3
triggerall = var(17) = 0 && var(18) != 2 && var(53) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && Random <= 500 || var(57) >= 6
triggerall = var(52) = 0 && (var(57) < 8 && Random <= 100 || var(57) >= 8 && Random <= 250) || var(52) >= 0 && Random <= 600
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [30,49]
triggerall = enemynear(var(58)),stateno != 105
triggerall = enemynear(var(58)),stateno != [150,155]
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = backedgedist <= 120
triggerall = p2bodydist x = [-10,11]
trigger1 = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 14 || (stateno = [120,149]) || var(2) >= 1

;P搳偘
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) != 3
triggerall = var(17) = 0 && var(18) != 2 && var(53) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = var(57) < 6 && Random <= 500 || var(57) >= 6
triggerall = var(52) = 0 && (var(57) < 8 && Random <= 100 || var(57) >= 8 && Random <= 250) || var(52) >= 0 && Random <= 600
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [30,49]
triggerall = enemynear(var(58)),stateno != 105
triggerall = enemynear(var(58)),stateno != [150,155]
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = backedgedist > 120
triggerall = p2bodydist x = [-10,11]
trigger1 = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 14 || (stateno = [120,149]) || var(2) >= 1

;---------------------------------------------------------------------------
;懳嬻
;---------------------------------------------------------------------------
[State -1, 21416A]
type = ChangeState
value = 3100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = (life <= lifemax / 3) || var(48)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || var(57) >= 8 && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist x = [20+floor(16*(enemynear(var(58)),vel x)),96+floor(16*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-110-floor(16*(enemynear(var(58)),vel y)+(16*(16+1)/2)*fvar(39)),0-floor(16*(enemynear(var(58)),vel y)+(16*(16+1)/2)*fvar(39))]

[State -1, 21416A]
type = ChangeState
value = ifelse((life <= lifemax / 3) || var(48),3050,3000 + ((var(40) > 0) * 50))
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || var(57) >= 8 && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist x = [20+floor(16*(enemynear(var(58)),vel x)),96+floor(16*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-110-floor(16*(enemynear(var(58)),vel y)+(16*(16+1)/2)*fvar(39)),0-floor(16*(enemynear(var(58)),vel y)+(16*(16+1)/2)*fvar(39))]

;嫮儔僀僕儞僌僞僢僋儖
[State -1, 嫮儔僀僕儞僌僞僢僋儖]
type = ChangeState
value = 1210 + ((var(40) > 0) * 40)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || (var(57) >= 7 && Helper(40000),fvar(2) >= 1 || var(57) >= 8) && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
;triggerall = enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [30,40]) || (stateno = [100,101]) || (stateno = [120,149]) || (var(1) = [1,2]) || var(2) >= 1
trigger1 = p2bodydist x = [ifelse((backedgebodydist <= 8 || enemynear(var(58)),Vel Y >= 0 && enemynear(var(58)),Pos Y >= -60),-20,0+floor(6*(enemynear(var(58)),vel x))),50+floor(6*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-40-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(39)),0-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(39))]

;儔僀僕儞僌傾僢僷乕
[State -1, 儔僀僕儞僌傾僢僷乕]
type = ChangeState
value = 310
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || var(57) >= 8 && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
;triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [ifelse((backedgebodydist <= 8 || enemynear(var(58)),Vel Y >= 0 && enemynear(var(58)),Pos Y >= -60),-20,-8+floor(4*(enemynear(var(58)),vel x))),48+floor(4*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-60-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39)),0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39))]

;嬤嫍棧棫偪嫮僉僢僋
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || var(57) >= 8 && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = p2bodydist X <= 48
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [ifelse((backedgebodydist <= 8 || enemynear(var(58)),Vel Y >= 0 && enemynear(var(58)),Pos Y >= -60),-20,-10+floor(4*(enemynear(var(58)),vel x))),59+floor(4*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-75-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39)),0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39))]

;嬤嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || var(57) >= 8 && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = p2bodydist X <= 16
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [ifelse((backedgebodydist <= 8 || enemynear(var(58)),Vel Y >= 0 && enemynear(var(58)),Pos Y >= -60),-20,-10+floor(4*(enemynear(var(58)),vel x))),29+floor(4*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-70-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39)),0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39))]

;墦嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 50 * ifelse(enemynear(var(58)),Vel Y < -2,0.5,1) || var(57) >= 8 && Random <= 250
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = p2bodydist X > 16
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-10+floor(4*(enemynear(var(58)),vel x)),39+floor(4*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-60-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39)),0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39))]

[State -1, 屻戝僕儍儞僾]
Type = ChangeState
value = 37
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= ((var(57) * 12.5) * var(56))
triggerall = var(57) < 8 && Random <= 150 || var(57) >= 8 && Random <= 250
triggerall = statetype != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,102]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-28+floor(12*(enemynear(var(58)),vel x)),28+floor(12*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-100-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(39)),-60-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(39))]

;---------------------------------------------------------------------------
;壓抜
;---------------------------------------------------------------------------
;偟傖偑傒庛僉僢僋
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || ((enemynear(var(58)),stateno = [120,159]) && random <= 250)
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = p2bodydist x = [-10,30]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = var(52) = 0
trigger1 = Random <= 100 * ifelse(enemynear(var(58)),statetype = S,1,0.25)
trigger2 = var(52) = 3
trigger2 = Random <= 250

;---------------------------------------------------------------------------
;拞抜
;---------------------------------------------------------------------------
[State -1, 6B]
type = ChangeState
value = 320
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || ((enemynear(var(58)),stateno = [120,159]) && Random <= 250)
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist
triggerall = p2bodydist x = [-10,96]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = Random <= 25 + ((power >= 1000 && var(40) = 0 && (p2bodydist x = [-10,40])) * 25)
trigger1 = ifelse(enemynear(var(58)),statetype = C,1,Random <= 250)

[State -1, 慜彫僕儍儞僾(拞抜)]
type = ChangeState
value = 32
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || ((enemynear(var(58)),stateno = [120,159]) && Random <= 250)
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist
triggerall = p2bodydist x = [0,80]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = Random <= 25 && ifelse(enemynear(var(58)),statetype = C,1,Random <= 250)

[State -1, 慜拞僕儍儞僾(拞抜)]
type = ChangeState
value = 34
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || ((enemynear(var(58)),stateno = [120,159]) && Random <= 250)
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist
triggerall = p2bodydist x = [60,120]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = Random <= 10 && ifelse(enemynear(var(58)),statetype = C,1,Random <= 250)

;---------------------------------------------------------------------------
;忋抜
;---------------------------------------------------------------------------
;嬤嫍棧棫偪嫮僉僢僋
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = p2bodydist X <= 48
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-10,60]

;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [-5,47]

;偟傖偑傒嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [32,64]

;墦嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [60,100]

;墦嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = p2bodydist X > 16
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),statetype = S
trigger1 = p2bodydist x = [36,68]
trigger1 = Random <= 25
trigger2 = p2bodydist X >= 140
trigger2 = Random <= 10

;墦嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 25
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [56,88]

;墦嫍棧棫偪嫮僉僢僋
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = p2bodydist X > 48
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [64,100]

;---------------------------------------------------------------------------
;偦偺懠尅惂
;---------------------------------------------------------------------------
;庛僷儚乕僂僃僀僽乛嫮僷儚乕僂僃僀僽(棤)
[State -1, 庛僷儚乕僂僃僀僽乛嫮僷儚乕僂僃僀僽(棤)]
type = ChangeState
value = 1000+((Random%2)*10)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0; && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall =!NumProj
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X >= 200

[State -1, 214BD]
type = ChangeState
value = 1350
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = power >= 1000 || var(40) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 10 + ((var(40) > 0) * 40)
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [96,120]

;庛僶乕儞僫僢僋儖
[State -1, 庛僶乕儞僫僢僋儖]
type = ChangeState
value = 1100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 25
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [104,136]

[State -1, 214D]
type = ChangeState
value = 1310
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 25
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [112,144]

[State -1, 41236B]
type = ChangeState
value = 1500
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 25
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [96,128]

[State -1, 41236D]
type = ChangeState
value = 1510
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 25
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [112,148]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;棫偪夞傝丄媄怳傝(嬻拞)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僕儍儞僾庛僷儞僠
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(12) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = p2bodydist x = [-20,44+floor(5*(EnemyNear(var(58)),vel X)+floor(5*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-20-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(39)),20-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(39))]

;僕儍儞僾庛僉僢僋
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(12) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = p2bodydist x = [-20,52+floor(4*(EnemyNear(var(58)),vel X)+floor(4*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-60-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39)),-20-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(39))]

;僕儍儞僾嫮僉僢僋
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 =!(Vel X != 0 || prevstateno = 55)
trigger1 = enemynear(var(58)),StateType = A
trigger1 = enemynear(var(58)),movetype != H
trigger1 = P2BodyDist X = [-28,32+floor(7*(EnemyNear(Var(58)),vel X)+floor(7*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-20-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(39)),20-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(39))]
trigger2 =!(Vel X != 0 || prevstateno = 55)
trigger2 = var(52) != 2 && var(52) != 3
trigger2 = enemynear(var(58)),statetype != A
trigger2 = P2BodyDist X = [-28,32+floor(7*(EnemyNear(Var(58)),vel X)+floor(7*vel X))]
trigger2 = stateno != 55 && Vel Y >= 0 && Pos Y >= -72-floor(7*vel Y)
trigger3 = Vel X != 0 || prevstateno = 55
trigger3 = var(52) != 2 && var(52) != 3
trigger3 = enemynear(var(58)),statetype != A
trigger3 = P2BodyDist X = [-28,32+floor(7*(EnemyNear(Var(58)),vel X)+floor(7*vel X))]
trigger3 = stateno != 55 && Vel Y >= 0 && Pos Y >= -72-floor(7*vel Y) || stateno = 55 && Time >= 18

;僕儍儞僾傆偭偲偽偟峌寕
[State -1, Blowback Attack Air]
type = ChangeState
value = 650
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(12) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),StateType = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = p2bodydist x = [-20,64+floor(11*(EnemyNear(var(58)),vel X)+floor(11*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-60-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(39)),0-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(39))]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;撍攺巕傕側偄峴摦(儗儀儖6埲壓尷掕)丄柍揋媄傇偭傁(儗儀儖6尷掕)摍
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僽僢僷僢僷僷儚乕
[State -1, 蔬蔬蔬忒蔬な忒蔬蔬堙癩
type = ChangeState
value = ifelse(p2bodydist x > 60,3300,3100)
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = fvar(30) = 1
triggerall = (life <= lifemax / 3) || var(48)
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = statetype != A
triggerall = movetype != H
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = (enemynear(var(58)),movetype = A &&stateno != [3000,3507]) || (stateno = 3305 && ((movecontact = [1,3]) || (movereversed = [1,3])))
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist y = [-100,40] 

;庛儔僀僕儞僌僞僢僋儖乛庛僷儚乕僟儞僋
[State -1, 庛儔僀僕儞僌僞僢僋儖乛庛僷儚乕僟儞僋]
type = ChangeState
value = ifelse(Random%2 = 0,1200,1400)
triggerall = var(59) = 1
triggerall = var(57) = 6
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= 5 || Helper(40000),fvar(2) >= 1 && Random <= 25
triggerall = Random <= 500 || (1000*Life/LifeMax) <= 300
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = p2bodydist x = [-10,60]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist y = [-100,40]

;慜曽嬞媫夞旔乛屻曽嬞媫夞旔
[State -1, 慜曽嬞媫夞旔乛屻曽嬞媫夞旔]
type = ChangeState
value = ifelse(Random <= 500,700,710)
triggerall = var(59) = 1
triggerall = var(57) = 6
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= 5 || Helper(40000),fvar(2) >= 1 && Random <= 25
triggerall = Random <= 500 || (1000*Life/LifeMax) <= 300
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall = p2bodydist x = [-10,100]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = enemynear(var(58)),statetype != A
trigger1 = var(16) := 1
trigger2 = enemynear(var(58)),statetype = A
trigger2 = p2bodydist y = [-100,40]
trigger2 = var(16) := 1

;---------------------------------------------------------------------------
;挧敪
[State -1, Taunt]
type = ChangeState
value = 160
triggerall = var(59) = 1
triggerall = var(57) = [1,5]
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 50 * ((p2statetype = L || NumPartner) * 4)
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
trigger1 = p2bodydist X >= 120

;嫮僶乕儞僫僢僋儖
[State -1, 嫮僶乕儞僫僢僋儖]
type = ChangeState
value = 1110
triggerall = var(59) = 1
triggerall = var(57) = [1,5]
triggerall = var(52) = 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = Random <= 50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 5700 && enemynear(var(58)),stateno != [5710,5715]
triggerall =!Enemy,NumProj && enemynear(var(58)),facing != facing
triggerall =!enemy,numproj
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist X = [160,200]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;堏摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 -1, 撪晹偺曕峴偺擣幆傪偟側偄]
type = AssertSpecial
trigger1 = var(59) = 1
trigger1 = var(57) >= 1
flag = NoWalk

;---------------------------------------------------------------------------
;僟僢僔儏
[State -1, RUN]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = Random <= var(57) * 125
triggerall = RoundState = 2
triggerall = statetype != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = p2bodydist x >= 240
trigger1 = Random <= 200
trigger2 = p2bodydist x = [200,240]
trigger2 = Random <= 100
trigger3 = p2bodydist x = [160,200]
trigger3 = Random <= 50
trigger4 = p2bodydist x = [120,160]
trigger4 = Random <= 25
trigger4 = p2bodydist x = [80,120]
trigger4 = Random <= 10
trigger5 = var(52) = 1 && p2bodydist x >= 60
trigger6 = enemynear(var(58)),stateno = 5700

[State -1, 慜恑]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 0
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),StateNo != [5120,5299]
triggerall = (PrevStateNo != [140,155]) || P2BodyDist X > 120
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = ctrl || stateno = 22 && Time >= 12 || (stateno = [120,149])
trigger1 =(P2BodyDist X = [20,120]) || enemynear(var(58)),facing = facing
trigger1 = Random <= 50
trigger2 = P2BodyDist X >= 120
trigger2 = Random <= 100
trigger3 = backedgebodydist <= 20
trigger4 = var(52)

[State -1, 屻戅]
type = ChangeState
value = 22
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = var(50) = 0
triggerall =!var(52)
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),StateNo != [5120,5299]
triggerall = backedgebodydist > 20
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = ctrl || stateno = 21 && Time >= 12 || (stateno = [120,149])
trigger1 = P2BodyDist X = [-10,60]
trigger1 = Random <= 100
trigger2 = P2BodyDist X = [90,160]
trigger2 = Random <= 50
trigger3 =(PrevStateNo = [140,155]) && P2BodyDist X <= 120
trigger3 = Random <= 50

[State -1, 悅捈彫僕儍儞僾]
Type = ChangeState
value = 39
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo != [5000,5120]
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = !enemy,numproj
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [-10,20]

[State -1, 慜僕儍儞僾]
Type = ChangeState
value = 30
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo != [5000,5120]
triggerall = !inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = p2bodydist x = [48,68]

[State -1, 慜彫僕儍儞僾]
Type = ChangeState
value = 32
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo != [5000,5120]
triggerall = !inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = p2bodydist x = [40,100]

[State -1, 慜拞僕儍儞僾]
Type = ChangeState
value = 34
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo != [5000,5120]
triggerall = !inguarddist
triggerall = !enemy,numproj
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [80,140]

[State -1, 慜戝僕儍儞僾]
Type = ChangeState
value = 36
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = StateType != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo != [5000,5120]
triggerall =!inguarddist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [140,180]
trigger1 = Random <= 10
trigger2 = p2bodydist x = [96,120]
trigger2 = Random <= 50

[State -1, 屻僕儍儞僾]
Type = ChangeState
value = 31
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = StateType != A
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H
triggerall = (enemynear(var(58)),MoveType != A && enemynear(var(58)),statetype != A)
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = p2bodydist x = [60,120]

[State -1, 屻戝僕儍儞僾]
Type = ChangeState
value = 37
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 10
triggerall = StateType != A
triggerall = !inguarddist
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = p2bodydist x = [60,90]

;僶僢僋僗僥僢僾
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = Random <= 50
triggerall = statetype != A
triggerall = BackEdgeBodyDist > 60
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = p2bodydist x = [80,140]
trigger1 = enemynear(var(58)),movetype = I
trigger1 = enemynear(var(58)),statetype != A
trigger1 = EnemyNear(var(58)),facing != facing
trigger1 =!Enemy,NumProj

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;偦偺懠
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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敪摦
[State -1, MAX敪摦]
type = null;ChangeState
value = 750
triggerall = var(59) = 1
triggerall = var(57) >= 1
triggerall = power >= 1000 && var(40) = 0
triggerall = RoundState = 2
triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = power >= 2000
trigger1 = p2bodydist x >= 120 || enemynear(var(58)),statetype = L && enemynear(var(58)),stateno != 5120
trigger1 = Random <= Floor(Power/200)

;偙偺壓丄堦峴埲忋嬻偗傞帠丅
