[Statedef -3]
;AI by PP & 
[State -3, AICtrl]
Type = CtrlSet
Trigger1 = Var(59) && !Alive
Value = 0
ignorehitpause = 1
[State -3, AIPos]
Type = PosSet
Trigger1 = Pos Y != 0 && !Alive
Trigger1 = Var(59) && stateno = 5150
y = 0
ignorehitpause = 1

[State -3, AI]
Type = VarSet
V = 59
Value = 4           ;<-------AIȼ,1-4
;1 = easy 
;2 = normal
;3 = hard
;4 = very hard
Triggerall = !Var(59)
Triggerall = RoundState = [1,2]
Trigger1   = Command = "AI0"   || Command = "AI1"
Trigger2   = Command = "AI2"   || Command = "AI3"
Trigger3   = Command = "AI4"   || Command = "AI5"
Trigger4   = Command = "AI6"   || Command = "AI7"
Trigger5   = Command = "AI8"   || Command = "AI9"
Trigger6   = Command = "AI10" || Command = "AI11"
Trigger7   = Command = "AI12" || Command = "AI13"
Trigger8   = Command = "AI14" || Command = "AI15"
Trigger9   = Command = "AI16" || Command = "AI17"
Trigger10 = Command = "AI18" || Command = "AI19"
Trigger11 = Command = "AI20" || Command = "AI21"
Trigger12 = Command = "AI22" || Command = "AI23"
Trigger13 = Command = "AI24" || Command = "AI25"
Trigger14 = Command = "AI26" || Command = "AI27"
Trigger15 = Command = "AI28" || Command = "AI29"
Trigger16 = Command = "AI30" || Command = "AI31"
Trigger17 = Command = "AI32" || Command = "AI33"
Trigger18 = Command = "AI34" || Command = "AI35"
Trigger19 = Command = "AI36" || Command = "AI37"
Trigger20 = Command = "AI38" || Command = "AI39"
Trigger21 = Command = "AI40" || Command = "AI41"
Trigger22 = Command = "AI42" || Command = "AI43"
Trigger23 = Command = "AI44" || Command = "AI45"
Trigger24 = Command = "AI46" || Command = "AI47"
Trigger25 = Command = "AI48" || Command = "AI49"
Trigger26 = Command = "AI50" || NumExplod(80000+Root,ID)
Trigger27 = Command = "down" ^^ Command = "down2"
Trigger28 = Command = "back" ^^ Command = "back2"
Trigger29 = Command = "start" ^^ Command = "start2"
Trigger30 = Command = "fwd" ^^ Command = "fwd2"
Trigger31 = Command = "up" ^^ Command = "up2"
Trigger32 = Command = "a" ^^ Command = "a2"
Trigger33 = Command = "b" ^^ Command = "b2"
Trigger34 = Command = "c" ^^ Command = "c2"
Trigger35 = Command = "x" ^^ Command = "x2"
Trigger36 = Command = "y" ^^ Command = "y2"
Trigger37 = Command = "z" ^^ Command = "z2"
Trigger38 = Helper(80000),Var(59)
Trigger38 = NumHelper(80000)
;Trigger39 = !Var(59)
ignorehitpause = 1

[State AI ON_OFF];XOR AI ,AI. Cheatʹ
type = Explod
triggerall = !var(59) && !ishelper
triggerall = !numexplod(80000 + Root,ID)
trigger1 = command = "a" ^^ command = "a2"
trigger2 = command = "b" ^^ command = "b2"
trigger3 = command = "c" ^^ command = "c2"
trigger4 = command = "x" ^^ command = "x2"
trigger5 = command = "y" ^^ command = "y2"
trigger6 = command = "z" ^^ command = "z2"
trigger7 = command = "fwd" ^^ command = "fwd2"
trigger8 = command = "back" ^^ command = "back2"
trigger9 = command = "up" ^^ command = "up2"
trigger10 = command = "down" ^^ command = "down2"
trigger11 = command = "start" ^^ command = "start2"
id = 80000 + Root,ID
anim = 99998
scale = 0,0
removetime = 99998
ignorehitpause = 1

[State 240, 4]
type = RemoveExplod
trigger1 = numexplod(80000 + Root,ID)
trigger1 = var(59)
ID = 80000 + Root,ID

[State -3, AI]
type=helper
trigger1 = !NumHelper(80000)
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = Var(59) = 0
trigger1 = PrevStateNo = 5900 || (PrevStateNo = [191,194])
helpertype = normal
name = "AI"
stateno = 80000
ID = 80000
pos = 9999,9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0

[State -3, AI]
type = changestate
trigger1 = IsHelper(80000)
trigger1 = StateNo != 80000
value = 80000

[State -3, AI]
type = VarSet
triggerall = Var(59) = [1,3]
trigger1 = PalNo = 6
trigger2 = Var(24) > 2
trigger3 = Var(24) = -1
V = 59
Value = 4
;================================================================================================
;
[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),const(movement.yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno != [5000,5210]
trigger1 = EnemyNear(floor(fvar(37))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(37))),const(movement.yaccel)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),GetHitVar(yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno = [5000,5210]
FV = 30
value = EnemyNear(floor(fvar(37))),GetHitVar(yaccel)
ignorehitpause = 1


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

;================================================================================================
;
[State -3]
Type = varset
Trigger1 = var(59)
Trigger1 = Stateno = 1225 && NumTarget
Trigger1 = EnemyNear(fvar(37)),BackEdgeBodyDist < 40
fvar(36) = -1

[State -3]
Type = varset
Trigger1 = var(59) 
Trigger1 = Stateno = 1351 && Movehit
fvar(36) = 1

[State -3]
Type = varset
Trigger1 = var(59) 
Trigger1 = Stateno = 2004 && Movehit
fvar(36) = 2

[State -3]
Type = varset
Trigger1 = var(59) 
Trigger1 = fvar(36) = 0
Trigger1 = Stateno = 640 && Movehit
fvar(36) = 3

[State -3]
Type = varset
Trigger1 = var(59) 
Trigger1 = fvar(36) = 3 && BackEdgeBodyDist <= 10
Trigger1 = Stateno = 105
fvar(36) = 4

[State -3]
Type = varset
Trigger1 = var(59) 
Trigger1 = fvar(36) = [3,4]
Trigger1 = Stateno = 640 && !Movehit && BackEdgeBodyDist > 10
fvar(36) = 5

[State -3]
Type = varset
Triggerall = var(59) 
Trigger1 = P2MoveType != H
Trigger2 = Stateno = 4300 && Movehit
Trigger3 = Stateno = 4205 && ProjHitTime(2300) = 5
fvar(36) = 0

[State -3]
Type = varset
trigger1 = NumEnemy = 1
fvar(37) = 0

[State -3]
Type = varset
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),Alive
trigger1 = EnemyNear(1),Alive
fvar(37) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1)
ignorehitpause = 1

[State -3]
Type = varset
trigger1 = NumEnemy = 2
trigger1 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
fvar(37) = IfElse(EnemyNear(0),Alive,0,1)
ignorehitpause = 1

;================================================================================================
[State -3]
type = ChangeState
value = 4300
Triggerall = var(59)
TriggerAll = RoundState = 2
TriggerAll = power >= 2000
TriggerAll = random <= (var(59)+6)*100
TriggerAll = statetype != A
TriggerAll = Ctrl || stateno = 20 || stateno = 21 || stateno = 22 || (stateno = 52 && Time >= 3) || stateno = 100
Trigger1 = EnemyNear(floor(fvar(37))),PrevStateNo = 5120 || EnemyNear(floor(fvar(37))),PrevStateNo = 5110
Trigger1 = Abs(EnemyNear(floor(fvar(37))),Vel X) > 0
Trigger1 = p2bodydist X = [-120,120]
Trigger1 = var(59) = 4
Trigger2 = Abs(EnemyNear(floor(fvar(37))),Vel X) > 0
Trigger2 = p2bodydist X = [-120,120]
Trigger2 = var(59) = 3 && life < 444
Trigger3 = HelPer(35002),Var(9) > 0
Trigger3 = EnemyNear(floor(fvar(37))),NumProj
Trigger3 = var(59) = 3 && life < 444
Trigger4 = HelPer(35002),Var(9) > 0
Trigger4 = EnemyNear(floor(fvar(37))),NumProj
Trigger4 = var(59) = 4 
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = EnemyNear(floor(fvar(37))),NumProj
Trigger5 = var(59) = 3

[State -3, LK]
type = ChangeState
value = 2500
Triggerall = NumEnemy = 1
Triggerall = var(59) = 4
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType != L
Triggerall = power >= 3000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = P2MoveType = H
Triggerall = p2bodydist x >= 150
Trigger1 = P2StateNo = 2620
Trigger2 = NumProjID(3000)

[State -3, LK]
type = ChangeState
value = 2500
Triggerall = NumEnemy = 2
Triggerall = var(59) = 4
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType != L
Triggerall = power >= 3000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = abs(pos X - Enemy(0),pos X)  >= 150
Triggerall = abs(pos X - Enemy(1),pos X)  >= 150
Triggerall = Enemy(0),MoveType = H
Triggerall = Enemy(1),MoveType = H
Trigger1 = Enemy(0),StateType != A || StateType != A
Trigger2 = NumProjID(3000)

[State -3, LK]
type = ChangeState
value = 2200
Triggerall = var(59) = 4 && palno = 6
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = A
Triggerall = power >= powermax
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = P2MoveType = H
Triggerall = p2bodydist x <= 150
Triggerall = P2bodydist y = [-90-floor(10*(EnemyNear(floor(fvar(37))),vel Y)+(10*(10+1)/2)*fvar(30)),0-floor(10*(EnemyNear(floor(fvar(37))),vel Y)+(10*(10+1)/2)*fvar(30))]
Trigger1 = NumProjID(3000)
Trigger2 = ProjHItTime(3000) = [10,30]

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(EnemyNear(fvar(37)),BackEdgeBodyDist <= 50,38,37)
triggerall = var(59) >= 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2stateno = 2620
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10,100]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = !InGuardDist
Trigger1 = Random <= (var(59)+7)*100

[State -3, FWalk]
type = ChangeState
value = 105       
triggerall = roundstate = 2
triggerall = var(59) >= 3
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = BackEdgeBodyDist <= 10
triggerall = P2bodydist X = [0+floor(8*(EnemyNear(floor(fvar(37))),vel X)),50+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99 || stateno = 52
trigger1 = fvar(36) = 3
trigger2 = TeamMode = simul
trigger2 = numpartner
trigger2 = partner,alive
trigger2 = partner,movetype =  A
trigger2 = p2stateno != 2620
trigger2 = abs(pos X - partner,pos X)  = [-25,80]

[State -3, FWalk]
type = ChangeState
value = 37     
triggerall = roundstate = 2
triggerall = var(59) >= 3
triggerall = fvar(36) = [3,4]
triggerall = statetype != A
triggerall = p2statetype != A || roundstate > 2
triggerall = p2movetype = H
trigger1 = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99 || stateno = 52

[State -3, FWalk]
type = ChangeState
value = 640       
triggerall = var(59) >= 3
triggerall = statetype = A && vel x != 0
triggerall = p2statetype != A || roundstate > 2
triggerall = p2bodydist x < 50
triggerall = ctrl
trigger1 = fvar(36) = [3,4]
trigger2 = vel y > .1
trigger2 = p2stateno = 2620

[State -3, Crouching Light Kick]
type = ChangeState
value = 37
triggerall = var(59) >= 3
triggerall = p2statetype != A
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = partner,movetype =  A
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-10,100]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
trigger1 = abs(pos X - partner,pos X)  = [-25,80]

[State -1, Charge] 
type = ChangeState
value = 400
triggerall = var(59) >= 3
triggerall = RoundState = 2
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = partner,stateno = 640 || partner,stateno = 50
triggerall = P2BodyDist X = [-10,50]
triggerall = P2stateno = [120,159]
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
trigger1 = statetype != A

[State -1, Charge] 
type = ChangeState
value = 99
triggerall = var(59) >= 3 
triggerall = RoundState = 2
triggerall = TeamMode = simul
triggerall = stateno != 99
triggerall = numpartner
triggerall = partner,alive
triggerall = partner,Movetype = A
triggerall = P2BodyDist X > 100
triggerall = enemy(0),movetype = H && enemy(1),movetype = H
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
trigger1 = statetype != A

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(power >= 3000,2500,1105)
triggerall = var(59) >= 3
triggerall = p2statetype != A
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = partner,movetype =  H
triggerall = enemy(0),movetype = A || enemy(1),movetype = A
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = abs(pos X - Enemy(0),pos X)  >= 150
triggerall = abs(pos X - Enemy(1),pos X)  >= 150
triggerall = P2statetype != L
trigger1 = abs(pos X - partner,pos X)  >= 180

[State -1, Charge] 
type = ChangeState
value = 1100
triggerall = var(59) >= 3
triggerall = RoundState = 2
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = numprojid(3000)
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
trigger1 = statetype != A

[State AI]
type = ChangeState
value = 4300
triggerall = roundstate = 2
triggerall = var(59) = 4
triggerall = power >= 2000
triggerall = p2movetype = A || palno = 6
triggerall = enemynear(fvar(37)),animtime <= -15
trigger1 = stateno = 300
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 215
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 235 
trigger8 = stateno = 400
trigger9 = stateno = 420
trigger10 = stateno = 430 
trigger11 = stateno = 241 
trigger12 = stateno = 410 
trigger13 = stateno = 240

[State AI]
type = ChangeState
value = 4300
triggerall = roundstate = 2
triggerall = var(59) = 4
triggerall = power >= 2000
triggerall = p2statetype = A
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 300
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 215
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 235 
trigger8 = stateno = 400
trigger9 = stateno = 420
trigger10 = stateno = 430 
trigger11 = stateno = 241 

[State AI]
type = ChangeState
value = 1005
triggerall = roundstate = 2
triggerall = var(59) = 4
triggerall = power < 2000
triggerall = p2movetype = A
triggerall = p2bodydist y = [-60,0]
triggerall = p2bodydist x = [-50,50]
triggerall = enemynear(fvar(37)),animtime <= -10
trigger1 = stateno = 300
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 215
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 235 
trigger8 = stateno = 400
trigger9 = stateno = 420
trigger10 = stateno = 430 
trigger11 = stateno = 241 
trigger12 = stateno = 410 
trigger13 = stateno = 210

[State -1, Charge] 
type = ChangeState
value = 310
ctrl = 0
triggerall = var(59) >= 3
triggerall = RoundState = 2
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = numprojid(1000)
triggerall = numprojid(3000)
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
trigger1 = statetype != A && ctrl && stateno != 310
trigger1 = power < 3000 

[State -3, FWalk]
type = ChangeState
value = 640       
triggerall = var(59) >= 3
triggerall = statetype = A && vel x != 0
triggerall = p2statetype != A
triggerall = p2bodydist x < 50
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = partner,movetype =  A
triggerall = p2stateno != 2620
triggerall = abs(pos X - partner,pos X)  = [-25,80]
trigger1 = BackEdgeBodyDist <= 10
trigger1 = stateno = 105
trigger1 = vel y >= 0
trigger2 = vel y > .1
trigger2 = ctrl

[State -3, FWalk]
type = ChangeState
value = 640       
triggerall = var(59) >= 3
triggerall = statetype = A 
triggerall = p2statetype != A
triggerall = p2bodydist x < 50
triggerall = stateno = 105
triggerall = fvar(36) = [3,4]
trigger1 = vel y >= 0

[State -3]
type = ChangeState
value = 5210
triggerall = var(59)
triggerall = Vel Y > 0
triggerall = Pos Y < -10
triggerall = Pos Y >= -110
triggerall = Random <= var(59)*100
trigger1 = alive
trigger1 = canrecover
trigger1 = stateno = 5050

[State -3]
type = ChangeState
value = 5201
triggerall = var(59) 
triggerall = alive
trigger1 = stateno = 5050 || stateno = 5071
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 14

[State AI]
type = ChangeState
value = 4300
triggerall = roundstate = 2
triggerall = var(59) >= 3
triggerall = power >= 2000
triggerall = enemynear(fvar(37)),BackEdgeBodyDist <= 10
triggerall = p2movetype = A
triggerall = enemynear(fvar(37)),animtime <= -15
trigger1 = statetype != A
trigger1 = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99

[State AI]
type = ChangeState
value = 4300
triggerall = roundstate = 2
triggerall = var(59) >= 3
triggerall = power >= 2000
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
trigger1 = enemy(0),movetype = A || enemy(1),movetype = A
trigger1 = partner,movetype = H
trigger2 = enemy(0),movetype = A && enemy(1),movetype = A

[State -3]
type = Turn
triggerall = p2dist x < 0 && !time && var(59)
trigger1 = movetype = A && (stateno = 700 || stateno = 1700)
trigger2 = stateno = [150,154]

[State -3,GC]
type = ChangeState
value = ifelse(power >= 2200,4300,1005)
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = ctrl && prevstateno = 5120 && time <= 1
TriggerAll = Random<= (var(59)+7)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 || (power >= 2200 && EnemyNear(floor(fvar(37))),AnimTime <= -15)
triggerall = EnemyNear(floor(fvar(37))),Time >=50 || Time <= 2 || var(59) >= 4
trigger1 = P2StateType = A
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),60+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger1 = P2bodydist y = [-102-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
trigger1 = EnemyNear(floor(fvar(37))),vel X >= 0
trigger1 = EnemyNear(floor(fvar(37))),vel Y >= 0
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger2 = P2StateType != A
trigger2 = P2MoveType = A

[State -3, MAX S]
type = ChangeState
value = ifelse(Random <= 400&&numenemy=1,3200,1700)
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 3000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= (var(59)+7)*100

[State -3, MAX S]
type = ChangeState
value = 4300
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 2000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -15
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= (var(59)+7)*100

[State -3, S]
type = ChangeState
value = 4205
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 1000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= (var(59)+7)*100

[State -3, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X = [-10,15]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -5 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= (var(59)+7)*100

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-11,11]
triggerall = P2BodyDist Y = [-40,0]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -6 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= (var(59)+7)*100

[State -3,GC]
type = ChangeState
value = 1505
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10,60]
triggerall = P2bodydist y = [-72,0]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= (var(59)+7)*100

[State -3]
type = ChangeState
value = ifelse(BackEdgeBodyDist > 60,800,801)
triggerall = var(59) = 4
triggerall = Random <= (var(59)+7)*30
triggerall = p2stateno != [5050,5122]
triggerall = P2StateNo != [130,153]
triggerall = P2movetype != H
triggerall = ctrl && statetype != A
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = P2statetype != L
triggerall = p2bodydist x = [-10,10]
trigger1 = ctrl

[State -3,GC]
type = ChangeState
value = 3200
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = power >= 3000
triggerall = P2StateType != L
triggerall = P2bodydist X = [0+floor(8*(EnemyNear(floor(fvar(37))),vel X)),70+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random<= (var(59)+7)*60
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -10 
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3,GC]
type = ChangeState
value = 4300
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = power >= 2000
triggerall = P2StateType != L
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random<= (var(59)+7)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -15
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3,GC]
type = ChangeState
value = 1005
triggerall = var(59) = 4
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),50+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random<= (var(59)+7)*80
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, T S]
type = ChangeState
value = 700
triggerall = var(59) = 4
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,110] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = EnemyNear(floor(fvar(37))),facing != facing
triggerall = !EnemyNear(floor(fvar(37))),HitDefAttr = SCA,NT,ST,HT
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -40 
TriggerAll = Random<= (var(59)+7)*100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, Back Step]
type = ChangeState
value = 1700
triggerall = var(59) = 4
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = power >= 2000
TriggerAll = P2BodyDist X = [-10,120] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9 
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = Random<= (var(59)+7)*60
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, Back Step]
type = ChangeState
value = 1505
triggerall = var(59) = 4
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [100,120] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9 
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = Random<= (var(59)+7)*60
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, Back Step]
type = ChangeState
value = 1650
triggerall = var(59) = 4
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,100] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9 
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = Random<= (var(59)+7)*60
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 4
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 4
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, Back Step]
type = ChangeState
value = 1650
triggerall = var(59) = 4
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,100]
TriggerAll = P2StateType != A
TriggerAll = EnemyNear(floor(fvar(37))),Prevstateno = [150,151]
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9
TriggerAll = EnemyNear(floor(fvar(37))),HitDefAttr = SCA, AA, AP
TriggerAll = Random<= (var(59)+7)*60 && MoveGuarded
Trigger1 = Stateno = 200 || Stateno = 205
Trigger2 = Stateno = 215 || Stateno = 220
Trigger3 = Stateno = 225 || Stateno = 235
Trigger4 = Stateno = 241 || Stateno = 400
Trigger5 = Stateno = 420 || Stateno = 430
Trigger6 = Stateno = 1500|| Stateno = 1505

[State -3, LW]
type = ChangeState
value = 4300
Triggerall = var(59) = 4
Triggerall = StateType != A
Triggerall = RoundState = 2
Triggerall = !InGuardDist
triggerall = P2StateType != L
Triggerall = P2BodyDist X > 101
Triggerall = power >= 2000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = NumProj = 0
Triggerall = Random < (var(59)+7)*100
Trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AP

[State -3, H-Jump]
type = ChangeState
value = 38
Triggerall = var(59) = 4
Triggerall = StateType != A
Triggerall = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
Triggerall = P2BodyDist X >= 200
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+7)*100
trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1 || EnemyNear(floor(fvar(37))),HitDefAttr = SC,NP,SP,HP
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP

[State -3]
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = NumHelPer(35001) > 0
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = P2StateNo != HelPer(35000),Var(6)
TriggerAll = P2StateNo != HelPer(35001),Var(6)
TriggerAll = HelPer(35000),Var(2)=0
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = InGuardDist && power < 2000
Trigger6 = HelPer(35002),Var(9) > 0
Trigger6 = InGuardDist && Var(59) < 4
Trigger7 = InGuardDist
Trigger7 = HelPer(35000),Var(53)

[State -3]
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = NumHelPer(35001) > 0
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52 && Time >= 3) || stateno = 100
TriggerAll = Helper(35000),Var(2)=0
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = InGuardDist && power < 2000
Trigger6 = HelPer(35002),Var(9) > 0
Trigger6 = InGuardDist && Var(59) < 4
Trigger7 = InGuardDist
Trigger7 = HelPer(35000),Var(53)

[State -3, Throw]
type = ChangeState
value = 305
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = power >= 1200
triggerall = stateno = [150,151]
triggerall = EnemyNear(floor(fvar(37))),AnimTime <= -10 || EnemyNear(floor(fvar(37))),Time <= 1
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-5,40]
Trigger1 = Random <= (var(59)+7)*30

[State -3, T S]
type = ChangeState
value = 700
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -40
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
triggerall = BackEdgeBodyDist <= 16
triggerall = P2BodyDist X = [0,120]
Trigger1 = Random <= (var(59)+7)*100



;[State -3]
;type = ChangeState
;value = 100
;Triggerall = var(59) = 4 
;triggerall = p2movetype != A
;Triggerall = P2StateType = L
;triggerall = p2bodydist x > 200
;triggerall = Random <= (var(59)+7)*100
;trigger1 = statetype != A
;trigger1 = ctrl

;[State -3, Dash]
;Type = ChangeState
;Value = 100
;Ctrl = 0
;Triggerall = var(59) = 4 
;Triggerall = RoundState = 2 
;Triggerall = StateType != A
;Triggerall = P2StateType = L
;triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
;triggerall = Stateno != 100
;Triggerall = P2BodyDist X = [15,200]
;Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
;Triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
;Trigger1 = Random <= (var(59)+7)*100
;Trigger1 = P2StateNo = [5100,5110]



[State -3, Crouching Light Kick]
type = ChangeState
value = 410
TriggerAll = var(59) = 4
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [-5,15]
Triggerall = Facing = EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),AnimTime = -1
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= (var(59)+7)*100

[State -3, LK]
type = ChangeState
value = 1100
Triggerall = var(59) = 4
triggerall = power < 1000
triggerall = numprojID(1000) = 0
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+7)*100
Triggerall = P2BodyDist X = [170,300]
Triggerall = P2BodyDist Y >= 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19

[State -1, Charge]
type = ChangeState
value = 310
ctrl = 0
triggerall = var(59) = 4
Triggerall = RoundState = 2
Triggerall = P2StateType = L && p2StateNo != 5120
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
trigger1 = statetype != A && ctrl && stateno != 310
trigger1 = Random <= (var(59)+7)*100 && power < 3000 

[State -3, SK]
type = ChangeState
value = 1100
Triggerall = var(59) = 4
triggerall = numprojID(1000) = 0
Triggerall = RoundState = 2
Triggerall = StateType != A
triggerall = power < 1000
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+7)*100
Triggerall = P2BodyDist X = [80,120]
Triggerall = P2BodyDist Y >= 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19

[State -3,]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 4
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [-5,30]
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= (var(59)+7)*200

[State -3, F]
type = ChangeState
value = 2200
triggerall = var(59) = 4
triggerall = fvar(36) = 1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),120+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, S]
type = ChangeState
value = 4205
triggerall = var(59) = 4
triggerall = fvar(36) = -1
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99|| (stateno = 1225 && animtime = -1)
triggerall = P2BodyDist X = [20+floor(6*(EnemyNear(floor(fvar(37))),vel X)),100+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, S]
type = ChangeState
value = 1700
triggerall = var(59) = 4
triggerall = fvar(36) = -1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99|| (stateno = 1225 && animtime = -1)
triggerall = P2BodyDist X = [20+floor(6*(EnemyNear(floor(fvar(37))),vel X)),100+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-70-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = p2life > 400
Trigger1 = EnemyNear(fvar(37)),BackEdgeBodyDist < 30

[State -3,GC]
type = ChangeState
value = 1200
triggerall = var(59) = 4
triggerall = fvar(36) = 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),100+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, MAX S]
type = ChangeState
value = 4300
triggerall = var(59) = 4
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X >= 101 
triggerall = P2BodyDist Y >= 0
triggerall = P2StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100
trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 13

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,410,215)
triggerall = var(59) = 4
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5,15]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= (var(59)+7)*100

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 4
triggerall = !fvar(36) 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-11,11]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist 
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,35]
triggerall = P2BodyDist Y >= 0 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, Stand Light Punch]
type = ChangeState
value = 225
triggerall = var(59) = 4
triggerall = fvar(36) = 5
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-10,20]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, F]
type = ChangeState
value = 2200
triggerall = var(59) >= 3
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = EnemyNear(fvar(37)),Vel y > 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),120+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, F]
type = ChangeState
value = 1200
triggerall = var(59) = 4
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = EnemyNear(fvar(37)),Vel y > 0
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),120+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, Dash]
type = ChangeState
value = 99
triggerall = var(59) > 1
triggerall = fvar(36) = [1,2]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = P2BodyDist X >= 30
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 99
;triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, Dash]
type = ChangeState
value = 99
triggerall = var(59) = 4 && palno != 6
triggerall = !fvar(36) 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2movetype != A
triggerall = P2BodyDist X >= 80
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 99
triggerall = !inguarddist
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+7)*100

[State -3, Dash]
type = ChangeState
value = 0
ctrl = 1
triggerall = var(59) = 4
triggerall = !fvar(36) 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Stateno = 99
trigger1 = inguarddist && (EnemyNear(fvar(37)),Movetype != H && EnemyNear(fvar(37)),stateno != 2620)
trigger2 = p2movetype = A
trigger3 = P2BodyDist X < 70

[State -3, Sjump]
type = ChangeState
value = 37
triggerall = var(59) = 4
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [0,90]
triggerall = !inguarddist
triggerall = P2StateType != L
triggerall = P2StateType = C
triggerall = P2stateno = [120,159]
Trigger1 = Random <= (var(59)+7)*100

[State -1, Seguir Gancho]
type = ChangeState
value = 1008
triggerall = var(59)
triggerall = statetype = A
trigger1 = stateno = 1006 && MoveContact
trigger1 = animelem = 4

[State -3, Crouching Light Punch]
type = ChangeState
value = 410
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x < 24
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist  || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 215 && AnimElem = 3, >= 0 && MoveHit && P2MoveType = H
Trigger2 = stateno = 215 && AnimElem = 3, >= 1 && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
;triggerall = p2bodydist x < 32
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 410 && AnimElem = 2, >= 0 && MoveHit && P2MoveType = H
Trigger2 = stateno = 410 && AnimElem = 2, >= 0 && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = 241
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x < 32
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 400 && AnimElem = 2, >= 1 && MoveHit && P2MoveType = H
Trigger2 = stateno = 225 && AnimElem = 2, >= 1 && MoveHit && P2MoveType = H
Trigger3 = stateno = 235 && AnimElem = 3, >= 1 && MoveHit && P2MoveType = H
Trigger4 = stateno = 215 && AnimElem = 3, >= 1 && MoveHit && P2MoveType = H
Trigger5 = stateno = 400 && AnimElem = 2, >= 1 && MoveGuarded 
Trigger6 = stateno = 225 && AnimElem = 2, >= 1 && MoveGuarded 
Trigger7 = stateno = 235 && AnimElem = 3, >= 1 && MoveGuarded 
Trigger8 = stateno = 215 && AnimElem = 3, >= 1 && MoveGuarded

[State -3, Crouching Light Punch]
type = ChangeState
value = 241
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 200  && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1505
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
;triggerall = p2bodydist x > 35
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 225 && AnimElem = 2, >= 0 && MoveHit && P2MoveType = H
Trigger2 = stateno = 235 && AnimElem = 3, >= 0 && MoveHit && P2MoveType = H
Trigger3 = stateno = 220 && AnimElem = 5, >= 0 && MoveHit && P2MoveType = H
Trigger4 = stateno = 225 && AnimElem = 2, >= 0 && MoveGuarded 
Trigger5 = stateno = 235 && AnimElem = 3, >= 0 && MoveGuarded 
Trigger6 = stateno = 220 && AnimElem = 5, >= 0 && MoveGuarded 


[State -3, Crouching Light Punch]
type = ChangeState
value = 1505
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
;triggerall = p2bodydist x > 35
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 241 && AnimElem = 6, >= 1 && MoveHit && P2MoveType = H
Trigger2 = stateno = 241 && AnimElem = 6, >= 1 && MoveGuarded

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 300 && P2BodyDist x < 20,2400,ifelse(Random >= 700&&numenemy=1,3200,2200))
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 4300
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = power >= 2200
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
;Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*40
Trigger1 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 2000
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = power >= 1300
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*30
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1350
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = p2bodydist x <= 5
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1350
triggerall = var(59) = 4
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2movetype = H
triggerall = P2statetype = A
triggerall = p2bodydist x <= 100
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99 || stateno = 52
Trigger1 = P2bodydist X = [-10+floor(14*(EnemyNear(floor(fvar(37))),vel X)),100+floor(14*(EnemyNear(floor(fvar(37))),vel X))]
Trigger1 = P2bodydist y = [-100-floor(14*(EnemyNear(floor(fvar(37))),vel Y)+(14*(16+1)/2)*fvar(30)),-30-floor(14*(EnemyNear(floor(fvar(37))),vel Y)+(14*(14+1)/2)*fvar(30))]
Trigger1 = EnemyNear(floor(fvar(37))),vel Y > 0

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 450 && P2statetype != C,1410,1005)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x <= 10
triggerall = P2movetype = H
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1205
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x > 10
triggerall = P2movetype = H
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State 1301, var]
type = VarSet
trigger1 = var(59)
trigger1 = time = [0,6]
trigger1 = stateno = 1351
var(8) = 1

[State -3, Crouching Light Punch]
type = ChangeState
value = 241
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 400  && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = 1205
triggerall = var(59) >= 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1505  && MoveGuarded 

[State -3, FWalk]
type = ChangeState
value = 21
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
triggerall = stateno != 21
triggerall = random <= 100*(var(59)+7)
trigger1 = P2movetype = I
trigger1 = P2BodyDist X >= 50

[State -3, LC]
type = ChangeState
value = 1100
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = statetype != A
triggerall = power < 1000
;Triggerall = P2BodyDist Y >= -60
Triggerall = P2BodyDist X >= 140
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= (var(59)+7)*25

[State -3, LK]
type = ChangeState
value = 1105
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = statetype != A
triggerall = power < 1000
triggerall = P2BodyDist Y >= 0
Triggerall = P2BodyDist X >= 160
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= (var(59)+7)*25

[State -3, SKr]
type = ChangeState
value = 4300
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [120,200]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= (var(59)+7)*40


[State -3, SKr]
type = ChangeState
value = 4205
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= (var(59)+7)*40

[State -3, SKr]
type = ChangeState
value = 1005;felse(Random <= 400,1000,1005)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= (var(59)+7)*40

[State -3, AKE]
type = ChangeState
value = 420;1410;ifelse(Random <= 400,1005,1000)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= (var(59)+7)*40

[State -3, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(37))),vel X)),15+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*20

[State -3, Crouching Strong Kick]
type = ChangeState
value = 410
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5+floor(9*(EnemyNear(floor(fvar(37))),vel X)),40+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*15

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = P2BodyDist X = [-11,11]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-11+floor(6*(EnemyNear(floor(fvar(37))),vel X)),11+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*30

[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-30+floor(5*(EnemyNear(floor(fvar(37))),vel X)),30+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-10-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*30

[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-34+floor(3*(EnemyNear(floor(fvar(37))),vel X)),34+floor(3*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*30

[State -3, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = p2bodydist X > 24
triggerall = P2BodyDist X = [24,40]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [24+floor(12*(EnemyNear(floor(fvar(37))),vel X)),40+floor(12*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-41-floor(12*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*10

;[State -3, Stand Light Kick]
;type = ChangeState
;value = 210
;triggerall = var(59) = 4
;triggerall = roundstate = 2
;triggerall = P2BodyDist X > 11
;triggerall = statetype != A
;triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
;triggerall = P2BodyDist X = [12+floor(7*(EnemyNear(floor(fvar(37))),vel X)),60+floor(7*(EnemyNear(floor(fvar(37))),vel X))]
;triggerall = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30))]
;triggerall = P2statetype != L
;triggerall = P2movetype != H
;triggerall = P2statetype != C
;triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
;Trigger1 = Random <= (var(59)+7)*30

[State -3, Stand Light Kick]
type = ChangeState
value = ifelse(Random <= 400,400,410)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = P2BodyDist X > 11
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [12+floor(7*(EnemyNear(floor(fvar(37))),vel X)),60+floor(7*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype = C
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+7)*30

[State -3, UKEMI]
type = ChangeState
value = 5201
triggerall = var(59) = [3,4]
triggerall = roundstate = 2
triggerall = stateno = 5050 || stateno = 5071
triggerall = alive
triggerall = pos y > -30
triggerall = vel y > -1
triggerall = inguarddist
trigger1 = random <= 100*(var(59)+7)

[State -3, Jump Strong Punch]
type = ChangeState
value = 650
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X = 0
triggerall = P2BodyDist X = [-15+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X)),24+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X))]
triggerall = P2BodyDist Y = [-50-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54),11-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist || Facing = EnemyNear(fvar(37)),Facing
triggerall = P2statetype != L
trigger1 = random <= 100*(var(59)+7)

[State -3, Jump Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,620,640)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X != 0
triggerall = P2BodyDist X = [-15+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X)),31+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [-36-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54),45-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = P2statetype != L
triggerall = p2stateno != 2620
trigger1 = random <= 100*(var(59)+7)

[State -3, Jump Strong Kick]
type = ChangeState
value = ifelse(Random <= 400,620,635)
triggerall = var(59) = 4
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-30-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist || Facing = EnemyNear(fvar(37)),Facing
triggerall = P2statetype != L
trigger1 = random <= 100*(var(59)+7)

[State AI]
type = ChangeState
value = 4300
triggerall = roundstate = 2
triggerall = var(59) = 3 && life < 444
triggerall = p2movetype = A
triggerall = power >= 2000
triggerall = MoveContact || movereversed 
triggerall = enemynear(fvar(37)),animtime <= -15
trigger1 = stateno = 300
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 215
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 235 
trigger8 = stateno = 400
trigger9 = stateno = 420
trigger10 = stateno = 430 
trigger11 = stateno = 241 
trigger12 = stateno = 410 
trigger13 = stateno = 210

[State AI]
type = ChangeState
value = 1700
triggerall = roundstate = 2
triggerall = var(59) = 3
triggerall = p2movetype = A
triggerall = power >= 3000
triggerall = MoveContact || movereversed 
triggerall = p2bodydist y = [-60,0]
triggerall = p2dist x = [-30,30]
triggerall = enemynear(fvar(37)),animtime <= -10
trigger1 = stateno = 300
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 215
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 235 
trigger8 = stateno = 400
trigger9 = stateno = 420
trigger10 = stateno = 430 
trigger11 = stateno = 241 
trigger12 = stateno = 410 
trigger13 = stateno = 210

[State AI]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = var(59) = 3
triggerall = p2movetype = A
triggerall = MoveContact || movereversed 
triggerall = p2bodydist y = [-60,0]
triggerall = enemynear(fvar(37)),animtime <= -35
trigger1 = stateno = 300
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 215
trigger5 = stateno = 220
trigger6 = stateno = 225
trigger7 = stateno = 235 
trigger8 = stateno = 400
trigger9 = stateno = 420
trigger10 = stateno = 430 
trigger11 = stateno = 241 
trigger12 = stateno = 410 
trigger13 = stateno = 210

[State -3, MAX S]
type = ChangeState
value = ifelse(Random <= 400&&numenemy=1, 3200, ifelse(Random >= 600, 2400, 2200))
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = life < 434
TriggerAll = RoundState = 2
triggerall = power >= 3000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= 450

[State -3, MAX S]
type = ChangeState
value = ifelse(Random <= 400,4300,2200)
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = life < 444
triggerall = power >= 2000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -15
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= 450 || BackEdgeBodyDist < 50

[State -3, S]
type = ChangeState
value = 4205
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = life < 400
triggerall = power >= 1000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= (var(59)+6)*100

[State -3, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2stateno != [2620,2630]
triggerall = P2StateType != A
triggerall = P2BodyDist X = [-10,15]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -5 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= (var(59)+6)*100

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 3
TriggerAll = StateType != A
triggerall = P2stateno != [2620,2630]
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-21,21]
triggerall = P2BodyDist Y = [-40,0]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -6 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= (var(59)+6)*100

[State -1, AI Silent Nage]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(59) = 3
triggerall = ctrl && StateType != A
triggerall = P2statetype != A && P2statetype != L
triggerall = P2movetype = I && P2movetype != H
triggerall = P2bodyDist X = [-10,-10]
triggerall = P2stateno != 5120
Trigger1 = Random<= (var(59)+6)*30
value = ifelse(BackEdgeBodyDist > 60,800,801)

[State -3,GC]
type = ChangeState
value = 2400
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = power >= 3000
TriggerAll = life < 600
triggerall = P2StateType != L
triggerall = P2bodydist X = [0,80]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random <= 400
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -15
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3,GC]
type = ChangeState
value = 4100
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = power >= 3000
TriggerAll = life < 600
triggerall = P2StateType != L
triggerall = P2bodydist X != [0,80]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random <= 400
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -15
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3,GC]
type = ChangeState
value = 4300
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = power >= 2000
triggerall = P2StateType != L
TriggerAll = life < 400
triggerall = P2bodydist X > 50
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random<= 180 || BackEdgeBodyDist < 50
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -15
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3,GC]
type = ChangeState
value = 1005
triggerall = var(59) = 3
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),50+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = P2MoveType = A
TriggerAll = Random<= 120 || BackEdgeBodyDist < 50
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, T S]
type = ChangeState
value = 700
triggerall = var(59) = 3
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,110] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = EnemyNear(floor(fvar(37))),facing != facing
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !EnemyNear(floor(fvar(37))),HitDefAttr = SCA,NT,ST,HT
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -40
TriggerAll = Random<= 100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, Back Step]
type = ChangeState
value = ifelse(Random <= 400&&numenemy=1,3200,1700)
triggerall = var(59) = 3
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = life < 855
triggerall = power >= 3000
TriggerAll = P2BodyDist X = [-10,120] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9 
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = Random<= 880
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, Back Step]
type = ChangeState
value = 1650
triggerall = var(59) = 3
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,60] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9 
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = Random<= 80
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) = 3
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) = 3
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

[State -3, H-Jump]
type = ChangeState
value = 38
Triggerall = var(59) = 3
Triggerall = StateType != A
Triggerall = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
Triggerall = P2BodyDist X >= 200
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1 || EnemyNear(floor(fvar(37))),HitDefAttr = SC,NP,SP,HP
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP

[State -3, Throw]
type = ChangeState
value = 305
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 1200
triggerall = stateno = [150,151]
triggerall = EnemyNear(floor(fvar(37))),AnimTime <= -10 || EnemyNear(floor(fvar(37))),Time <= 1
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-5,40]
Trigger1 = Random <= (var(59)+6)*30

[State -3, T S]
type = ChangeState
value = 700
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -40
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
triggerall = BackEdgeBodyDist <= 16
triggerall = P2BodyDist X = [0,120]
Trigger1 = Random <= (var(59)+6)*100

[State -3, Dash]
Type = ChangeState
Value = 99
Ctrl = 0
Triggerall = var(59) >= 3
Triggerall = RoundState = 2 
Triggerall = StateType != A
Triggerall = P2BodyDist X >= 15
Triggerall = P2StateType != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 99
Trigger1 = p2movetype = H
Trigger1 = P2StateNo = 2620

[State -3, Dash]
Type = ChangeState
Value = 99
Ctrl = 0
Triggerall = var(59) = 3 
Triggerall = RoundState = 2 
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 99
Triggerall = P2BodyDist X = [15,200]
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
Trigger1 = Random <= (var(59)+6)*100
Trigger1 = P2StateNo = [5100,5110]

[State -3,Sjump]
Type = ChangeState
Value = 41
TriggerAll = var(59) = 3
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
Triggerall = P2BodyDist X = [-15,35]
Trigger1 = Random <= (var(59)+6)*100
Trigger1 = P2StateNo = [5100,5110]


[State -3, Crouching Light Kick]
type = ChangeState
value = 410
TriggerAll = var(59) = 3
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [-5,15]
Triggerall = Facing = EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),AnimTime = -1
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= (var(59)+6)*100

[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
Triggerall = var(59) = 3
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = P2BodyDist X = [-5,40]
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -8

[State -3, LK]
type = ChangeState
value = 1100
Triggerall = var(59) = 3
triggerall = numprojID(1000) = 0
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = P2BodyDist X = [170,300]
Triggerall = P2BodyDist Y >= 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19

[State -3, LK]
type = ChangeState
value = 2500
Triggerall = var(59) = 3
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
Triggerall = power >= 3000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = P2BodyDist X = [170,300]
Triggerall = P2BodyDist Y >= 0
Trigger1 = EnemyNear(floor(fvar(37))),vel x = 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19

[State -1, Charge] 
type = ChangeState
value = 310
ctrl = 0
triggerall = var(59) = 3
Triggerall = RoundState = 2
Triggerall = P2StateType = L && p2StateNo != 5120
Triggerall = P2BodyDist X > 90
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
trigger1 = statetype != A && ctrl && stateno != 310
trigger1 = Random <= (var(59)+6)*100 && power < 3000 

[State -3, SK]
type = ChangeState
value = 1100
Triggerall = var(59) = 3
triggerall = numprojID(1000) = 0
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= (var(59)+6)*100
Triggerall = P2BodyDist X = [80,120]
Triggerall = P2BodyDist Y >= 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19

[State -3,]
Type = ChangeState
value = 41
TriggerAll = var(59) = 3
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [50,70]
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= (var(59)+6)*100

[State -3,]
Type = ChangeState
value = ifelse(Random <= 400,105,41)
TriggerAll = var(59) = 3
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [-5,30]
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= (var(59)+6)*100 

[State -3, F]
type = ChangeState
value = 2400
triggerall = var(59) = 3
triggerall = fvar(36) = 1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),100+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, MAX S]
type = ChangeState
value = 2200
triggerall = var(59) = 3
triggerall = fvar(36) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),120+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, S]
type = ChangeState
value = 4205
triggerall = var(59) = 3
triggerall = fvar(36) = -1
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99|| (stateno = 1225 && animtime = -1)
triggerall = P2BodyDist X = [20+floor(6*(EnemyNear(floor(fvar(37))),vel X)),120+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3,GC]
type = ChangeState
value = 1200
triggerall = var(59) = 3
triggerall = fvar(36) = 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),100+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, MAX S]
type = ChangeState
value = 4300
triggerall = var(59) = 3
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X >= 101 
triggerall = P2BodyDist Y >= 0
;triggerall = !inguarddist
triggerall = P2StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100
trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 13

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,410,215)
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2stateno != [2620,2630]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5,15]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= (var(59)+6)*100



[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = P2stateno != [2620,2630]
triggerall = statetype != A
triggerall = P2BodyDist X = [-21,21]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
triggerall = P2stateno != [2620,2630]
Triggerall = P2BodyDist X = [-10,35]
triggerall = P2BodyDist Y >= 0 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, Stand Light Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = P2stateno != [2620,2630]
triggerall = statetype != A
triggerall = P2BodyDist X = [-5,34]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != C
Trigger1 = Random <= (var(59)+6)*100

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400, 235, ifelse(Random <= 400, 215, 225))
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2stateno = [2620,2630]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5,15]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= (var(59)+6)*100

;362

[State -3, F]
type = ChangeState
value = 2200
triggerall = var(59) = 3
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = EnemyNear(fvar(37)),Vel y > 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),120+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, F]
type = null;ChangeState
value = ifelse(Random <= 400,2300,4205)
triggerall = var(59) = 3
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000 && power < 3000
triggerall = EnemyNear(fvar(37)),Vel y > 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),120+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-90-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, F]
type = ChangeState
value = 1200
triggerall = var(59) = 3
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = EnemyNear(fvar(37)),Vel y > 0
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),100+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
;triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, FWalk]
type = ChangeState
value = 640       
triggerall = var(59) >= 3
triggerall = statetype = A && vel x != 0
triggerall = p2statetype != A
triggerall = p2bodydist x < 10
triggerall = p2stateno != 2620
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 20
trigger1 = vel y > .1 ;|| p2bodydist Y <= 35
trigger1 = ctrl

[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = p2stateno != 2620
triggerall = stateno != 105
triggerall = P2BodyDist X = [-15,54]
triggerall = P2BodyDist Y = [-22,59]
triggerall = P2StateType != A
triggerall = P2movetype = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = p2stateno != 2620
triggerall = stateno != 105
triggerall = P2BodyDist X = [-15,54]
triggerall = P2BodyDist Y = [-22,59]
triggerall = P2StateType != A
triggerall = P2movetype != H
triggerall = P2StateType != C
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100


[State -3, Dash]
type = ChangeState
value = 99
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = P2BodyDist X >= 30
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= (var(59)+6)*100

[State -3, Sjump]
type = ChangeState
value = 43
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [0,69]
triggerall = backedgebodydist >= 25
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2movetype = H
triggerall = P2StateType != L
triggerall = P2StateType = C
triggerall = P2stateno = [120,159]
Trigger1 = Random <= 300 

[State -3, Sjump]
type = ChangeState
value = 37
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [70,90]
triggerall = backedgebodydist >= 25
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2movetype != H
triggerall = P2StateType != L
triggerall = P2StateType = C
Trigger1 = Random <= 300

[State -3, Sjump]
type = ChangeState
value = 41
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [75,90]
triggerall = backedgebodydist >= 25
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Trigger1 = Random <= 300

[State -3, Sjump]
type = ChangeState
value = 38
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [130,169]
triggerall = backedgebodydist >= 25
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Trigger1 = Random <= 300

[State -3, Sjump]
type = ChangeState
value = 41
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [75,90]
triggerall = backedgebodydist >= 25
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
Triggerall = P2StateType != A
Triggerall = P2moveType != H
triggerall = P2stateno = [120,159]
Triggerall = P2StateType != L
Trigger1 = Random <= 300

[State -3, Sjump]
type = ChangeState
value = 38
triggerall = var(59) = 3
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [120,150]
triggerall = backedgebodydist >= 25
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
Triggerall = P2StateType != A
Triggerall = P2moveType != H
triggerall = P2stateno = [130,169]
Triggerall = P2StateType != L
Trigger1 = Random <= 300

[State -3, Crouching Light Punch]
type = ChangeState
value = 410
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x < 24
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 215 && AnimElem = 3, >= 0 && MoveHit && P2MoveType = H
Trigger2 = stateno = 215 && AnimElem = 3, >= 1 && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x < 35
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 410 && AnimElem = 2, >= 0 && MoveHit && P2MoveType = H
Trigger2 = stateno = 410 && AnimElem = 2, >= 0 && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = 241
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x < 30
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 400 && AnimElem = 2, >= 1 && MoveHit && P2MoveType = H
Trigger2 = stateno = 225 && AnimElem = 2, >= 1 && MoveHit && P2MoveType = H
Trigger3 = stateno = 235 && AnimElem = 3, >= 1 && MoveHit && P2MoveType = H
Trigger4 = stateno = 215 && AnimElem = 3, >= 1 && MoveHit && P2MoveType = H
Trigger5 = stateno = 400 && AnimElem = 2, >= 1 && MoveGuarded 
Trigger6 = stateno = 225 && AnimElem = 2, >= 1 && MoveGuarded 
Trigger7 = stateno = 235 && AnimElem = 3, >= 1 && MoveGuarded 
Trigger8 = stateno = 215 && AnimElem = 3, >= 1 && MoveGuarded

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(power>=1000,2000,ifelse(p2statetype = C,440,1410))
triggerall = var(59) >= 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x > 30
triggerall = P2statetype != A
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 400  && MoveHit && P2MoveType = H
Trigger1 = Animelem = 3,< 0

[State -3, Crouching Light Punch]
type = ChangeState
value = 1005
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 200  && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1505
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
;triggerall = p2bodydist x > 35
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 225 && AnimElem = 2, >= 0 && MoveHit && P2MoveType = H
Trigger2 = stateno = 235 && AnimElem = 3, >= 0 && MoveHit && P2MoveType = H
Trigger3 = stateno = 220 && AnimElem = 5, >= 0 && MoveHit && P2MoveType = H
Trigger4 = stateno = 225 && AnimElem = 2, >= 0 && MoveGuarded 
Trigger5 = stateno = 235 && AnimElem = 3, >= 0 && MoveGuarded 
Trigger6 = stateno = 220 && AnimElem = 5, >= 0 && MoveGuarded 


[State -3, Crouching Light Punch]
type = ChangeState
value = 1505
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
;triggerall = p2bodydist x > 35
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 241 && AnimElem = 6, >= 1 && MoveHit && P2MoveType = H
Trigger2 = stateno = 241 && AnimElem = 6, >= 1 && MoveGuarded

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 300 && P2BodyDist x < 20,2400,ifelse(Random >= 700&&numenemy=1,3200,2200))
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 380
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 4300
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 2200
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
;Triggerall = !InGuardDist
Triggerall = Random <= 420 
Trigger1 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 2000
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 1300
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 520
Trigger1 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 2000
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 2300
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 620
Trigger1 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1350
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = p2bodydist x <= 5
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1505  && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 450 && P2statetype != C,1410,1005)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x <= 10
triggerall = P2movetype = H
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1505  && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 1205
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist x > 10
triggerall = P2movetype = H
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 1500 && MoveHit && P2MoveType = H
Trigger2 = stateno = 1505 && MoveHit && P2MoveType = H

[State -3, Crouching Light Punch]
type = ChangeState
value = 440
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 80
Trigger1 = stateno = 225  && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 400,1205,1100)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 450
Trigger1 = stateno = 1505  && MoveGuarded 
Trigger2 = stateno = 430  && MoveGuarded 

[State -3, Crouching Light Punch]
type = ChangeState
value = 1700
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = life < 666
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
;Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+6)*100
Trigger1 = stateno = 1505  && MoveGuarded 

[State -1, Walk]
type = ChangeState
value = 21
triggerall = !fvar(36)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = BackEdgeBodyDist > 0
triggerall = !inguarddist
triggerall = stateno != [10,12]
triggerall = ctrl || stateno = 19
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X >= 240
trigger1 = random <= 5*(var(59)+6)
trigger2 = enemynear,movetype != H
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 10*(var(59)+6)
trigger3 = enemynear,movetype != H
trigger3 = P2BodyDist X = [0,120]
trigger3 = random <= 10*(var(59)+6)
trigger4 = enemynear,statetype = L
trigger4 = P2BodyDist X <= 30
trigger4 = random <= 10*(var(59)+6)
trigger5 = enemynear,movetype = H
trigger5 = enemynear,statetype = A
trigger5 = P2BodyDist X <= 5
trigger5 = enemynear,BackEdgeBodyDist <= 0 || enemynear,FrontEdgeBodyDist <= 0
trigger5 = random <= 8*(var(59)+6)

[State -1, Walk]
type = ChangeState
value = 22
triggerall = !fvar(36)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = frontedgebodydist > 0
triggerall = !inguarddist
triggerall = ctrl || stateno = 21
triggerall = stateno != [10,12]
trigger1 = P2BodyDist X = [240,270]
trigger1 = random <= 7*((var(59)+6))
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 10*((var(59)+6))
trigger3 = P2BodyDist X = [0,120]
trigger3 = random <= 8*((var(59)+6))
trigger3 = enemynear,stateno != [5000,5210]
trigger4 = enemynear,StateNo= [120,155]
trigger4 = random <= 10*((var(59)+6))
trigger4 = P2BodyDist X <= 60
trigger5 = enemynear,statetype != A
trigger5 = enemynear,statetype = L
trigger5 = P2BodyDist X = [40,120]
trigger5 = random <= 100*((var(59)+6))
trigger6 = enemynear,statetype != L
trigger6 = enemynear,movetype = H
trigger6 = enemynear,stateno = [5000,5029]
trigger6 = random <= 100*(var(59)+6)

[State -3, LC]
type = ChangeState
value = 1100
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = statetype != A
;Triggerall = P2BodyDist Y >= -60
Triggerall = P2BodyDist X >= 140
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= (var(59)+6)*25

[State -3, LK]
type = ChangeState
value = 1105
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = statetype != A
triggerall = P2BodyDist Y >= 0
Triggerall = P2BodyDist X >= 160
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= (var(59)+6)*25

[State -3, SKr]
type = ChangeState
value = 4300
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [120,200]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 90 || BackEdgeBodyDist < 50


[State -3, SKr]
type = ChangeState
value = 4205
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 80 || BackEdgeBodyDist < 50

[State -3, SKr]
type = ChangeState
value = 1005;felse(Random <= 400,1000,1005)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 80 || BackEdgeBodyDist < 50

[State -3, AKE]
type = ChangeState
value = 420;1410;ifelse(Random <= 400,1005,1000)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 80 || BackEdgeBodyDist < 50

[State -3, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(37))),vel X)),15+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != A
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+6)*20



[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,235,225)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = P2BodyDist X = [-21,21]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-21+floor(6*(EnemyNear(floor(fvar(37))),vel X)),21+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+6)*30

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 400,410,400)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-30+floor(5*(EnemyNear(floor(fvar(37))),vel X)),30+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-10-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+6)*30

[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-34+floor(3*(EnemyNear(floor(fvar(37))),vel X)),34+floor(3*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+6)*30

[State -3, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = p2bodydist X > 24
triggerall = P2BodyDist X = [24,40]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [24+floor(12*(EnemyNear(floor(fvar(37))),vel X)),40+floor(12*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-41-floor(12*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist || Facing = EnemyNear(fvar(37)),Facing
Trigger1 = Random <= (var(59)+6)*10

;[State -3, Stand Light Kick]
;type = ChangeState
;value = 210
;triggerall = var(59) = 3
;triggerall = roundstate = 2
;triggerall = P2BodyDist X > 11
;triggerall = statetype != A
;triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
;triggerall = P2BodyDist X = [12+floor(7*(EnemyNear(floor(fvar(37))),vel X)),60+floor(7*(EnemyNear(floor(fvar(37))),vel X))]
;triggerall = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30))]
;triggerall = P2statetype != L
;triggerall = P2movetype != H
;triggerall = P2statetype != C
;triggerall = !InGuardDist
;Trigger1 = Random <= (var(59)+6)*30

[State -3, Jump Strong Punch]
type = ChangeState
value = 650
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X = 0
triggerall = P2BodyDist X = [-15+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X)),24+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X))]
triggerall = P2BodyDist Y = [-50-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54),11-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist || Facing = EnemyNear(fvar(37)),Facing
triggerall = P2statetype != L
trigger1 = random <= 100*(var(59)+6)

[State -3, Jump Strong Punch]
type = ChangeState
value = ifelse(Random <= 400, 620, ifelse(Random <= 400, 635, 640))
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X = 0
triggerall = p2stateno != 2620
triggerall = P2BodyDist X = [-15+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X)),31+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [-36-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54),45-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = P2statetype != L
trigger1 = random <= 100*(var(59)+6)

[State -3, Jump Strong Kick]
type = ChangeState
value = ifelse(Random <= 400,620,635)
triggerall = var(59) = 3
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-30-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist || Facing = EnemyNear(fvar(37)),Facing
triggerall = P2statetype != L
trigger1 = random <= 100*(var(59)+6)

[State AI]
type = ChangeState
value = 105
triggerall = var(59) = [1,2]
triggerall = p2stateno = [5080,5121]
triggerall = random <= 500
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,150]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1005
triggerall = var(59) = [1,2]
triggerall = random <= 251
triggerall = roundstate = 2
triggerall = p2statetype = A
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,70]
triggerall = p2stateno != [5050,5122]
triggerall = statetype = S
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != H
trigger2 = MoveHit && P2MoveType = H

[State AI]
type = ChangeState
value = 2400
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = H
triggerall = var(59) = 1
triggerall = power >= 3000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 215
trigger4 = stateno = 225
trigger5 = stateno = 235
trigger6 = stateno = 400
trigger7 = stateno = 420

[State AI]
type = ChangeState
value = 3200
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = random <= 500
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,100]
triggerall = p2movetype = A
triggerall = statetype != A &&numenemy=1
trigger1 = ctrl
trigger1 = p2movetype != H
trigger2 = p2statetype = A
trigger2 = p2bodydist y = [0,-80]

[State AI]
type = ChangeState
value = 4205
triggerall = var(59) = 2
triggerall = power >= 1000
triggerall = random <= 500
triggerall = roundstate = 2
triggerall = p2statetype = A
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [35,80]
triggerall = p2stateno != [5050,5122]
triggerall = statetype = S
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != H
trigger2 = MoveHit && P2MoveType = H

[State -1,]
type = ChangeState
value = 1005
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,23]
triggerall = random <= 400
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 400

[State -1,GC]
type = ChangeState
value = 1200
triggerall = var(59) = 2
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2BodyDist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),100+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-90-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 101
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

[State AI]
type = ChangeState
value = 2200
triggerall = var(59) = 2
triggerall = power >= 2000
triggerall = random <= 490
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,100]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 4100
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [150,300]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 4300
triggerall = var(59) = 2
triggerall = power >= 2000
triggerall = power <= 2999
triggerall = random <= 490
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [150,300]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 4100
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = random <= 700
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != [5050,5122]
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [130,300]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 4100
triggerall = var(59) = 2
triggerall = random <= 700
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != [5050,5122]
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [130,300]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl && enemynear(fvar(37)),Numhelper && statetype != A && random = [10,300]
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 1700
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = random <= 700
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != [5050,5122]
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,130]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 1700
triggerall = var(59) = 2
triggerall = random <= 700
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != [5050,5122]
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,130]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl && enemynear(fvar(37)),Numhelper && statetype != A && random = [10,300]
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 2200
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = random <= 700
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != [5050,5122]
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [130,200]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 2200
triggerall = var(59) = 2
triggerall = random <= 700
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != [5050,5122]
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [130,200]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl && enemynear(fvar(37)),Numhelper && statetype != A && random = [10,300]
trigger1 = p2movetype != H

[State -1,]
type = ChangeState
value = 1700
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 205
trigger2 = stateno = 215
trigger3 = stateno = 220
trigger4 = stateno = 225
trigger5 = stateno = 235
trigger6 = stateno = 400
trigger7 = stateno = 420
trigger8 = stateno = 1500
trigger9 = stateno = 1505

[State -1,]
type = ChangeState
value = 2000
triggerall = p2bodydist x = [0,50]
triggerall = p2statetype != A
triggerall = random <= 400
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power <= 1888
triggerall = power >= 1000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 205
trigger2 = stateno = 220
trigger3 = stateno = 225
trigger4 = stateno = 235
trigger5 = stateno = 400
trigger6 = stateno = 420
trigger7 = stateno = 1500
trigger8 = stateno = 1505

[State -1,]
type = ChangeState
value = 2200
triggerall = random <= 400
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power >= 2000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 205
trigger2 = stateno = 215
trigger3 = stateno = 220
trigger4 = stateno = 225
trigger5 = stateno = 235
trigger6 = stateno = 400
trigger7 = stateno = 420
trigger8 = stateno = 1500
trigger9 = stateno = 1505


[State -1,]
type = ChangeState
value = 2400
triggerall = random <= 500
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 205
trigger2 = stateno = 215
trigger3 = stateno = 220
trigger4 = stateno = 225
trigger5 = stateno = 235
trigger6 = stateno = 400
trigger7 = stateno = 420
trigger8 = stateno = 1500
trigger9 = stateno = 1505

[State -1,]
type = ChangeState
value = 2300
triggerall = p2bodydist x = [0,50]
triggerall = p2statetype != A
triggerall = random <= 400
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power <= 1888
triggerall = power >= 1000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 205
trigger2 = stateno = 215
trigger3 = stateno = 220
trigger4 = stateno = 225
trigger5 = stateno = 235
trigger6 = stateno = 420

[State -1,]
type = ChangeState
value = 4205
triggerall = random <= 400
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power <= 1999
triggerall = power >= 1000
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 205
trigger2 = stateno = 215
trigger3 = stateno = 220
trigger4 = stateno = 225
trigger5 = stateno = 235
trigger6 = stateno = 400
trigger7 = stateno = 420

[State AI]
type = ChangeState
value = 1005
triggerall = var(59) = 2
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,85]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State -1,]
type = ChangeState
value = 1005
triggerall = p2bodydist x = [0,28]
triggerall = p2statetype != A
triggerall = random <= 300
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = power <= 999
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 215

[State -1,]
type = ChangeState
value = 440
triggerall = p2bodydist x = [0,30]
triggerall = p2statetype != A
triggerall = random <= 200
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = power <= 999
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 215
trigger4 = stateno = 225
trigger3 = stateno = 235

[State -1,]
type = ChangeState
value = 1105
triggerall = p2bodydist x >= 200
triggerall = p2statetype != A
triggerall = statetype != A
triggerall = roundstate = 2 && ctrl
triggerall = var(59) = 2
trigger1 = random <= 300

[State -1,]
type = ChangeState
value = 1105
triggerall = p2movetype = H && movehit
triggerall = p2statetype != A
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = power < 1000
triggerall = var(59) = [1,2]
trigger1 = stateno = 1500
trigger2 = stateno = 1505

[State -1,]
type = ChangeState
value = 1410
triggerall = p2bodydist x = [0,50]
triggerall = p2statetype != A
triggerall = random <= 300
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = P2statetype != C
triggerall = power <= 999
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 1500
trigger2 = stateno = 1505
trigger3 = stateno = 245

[State -1,]
type = ChangeState
value = 1205
triggerall = p2bodydist x = [0,100]
triggerall = p2statetype != A
triggerall = random <= 400
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power <= 999
triggerall = MoveHit && P2MoveType = H
trigger1 = stateno = 1500
trigger2 = stateno = 1505
trigger3 = stateno = 245

[State AI]
type = ChangeState
value = 2500
triggerall = var(59) = 2
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = random <= 110
triggerall = ctrl && statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist x = [150,300]
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 2500
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = power >= 3000
triggerall = p2bodydist x > 191
triggerall = random <= 700
trigger1 = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
triggerall = power >= 2000
triggerall = var(59) = 2
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2stateno != [5050,5122]
triggerall = !inguarddist
Trigger1 = ctrl && Random <= 109
trigger1 =  p2bodydist X = [150,300]
value = 4300

[State -1,]
type = ChangeState
value = 2102
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = stateno = 2101
trigger1 = time >= 0

[State -1,]
type = ChangeState
value = 2302
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = stateno = 2301
trigger1 = time >= 0

[State -1,]
type = ChangeState
value = 225
triggerall = p2movetype != A
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = random <= 400
triggerall = p2bodydist x = [0,35]
trigger1 = stateno = 52
trigger2 = stateno = 101

[State -1,]
type = ChangeState
value = 410
triggerall = p2movetype != A
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = random <= 400
triggerall = p2bodydist x = [0,35]
trigger1 = stateno = 52
trigger2 = stateno = 101

;Long jump
[State -1,]
type = ChangeState
value = 38
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = p2bodydist x >= 150
triggerall = random <= 100
trigger1 = statetype != A
trigger1 = ctrl = 1

;Run Forward
[State -1]
type = ChangeState
value = 100
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = p2movetype != A
triggerall = p2bodydist x >= 100
triggerall = random <= 160
trigger1 = statetype != A
trigger1 = ctrl

;Run Forward
[State -1]
type = ChangeState
value = 100
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = var(59) = [1,2]
triggerall = p2statetype = L
trigger1 = stateno = 0
trigger1 = ctrl
trigger1 = p2bodydist x > 50

[State -1,]
type = ChangeState
value = 640
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = random <= 100
triggerall = p2bodydist x = [0,50]
trigger1 = stateno = 105

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(P2statetype != C,1410,440)
triggerall = var(59) = [1,2]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= (var(59)+7)*100
Trigger1 = stateno = 400  && MoveHit && P2MoveType = H

[State -1]
type = ChangeState
value = 635
triggerall = random <= 202
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = p2bodydist x <= 40
triggerall = statetype = A
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = pos y < -31
trigger1 = vel y > 0

[State -1]
type = ChangeState
value = 620
triggerall = random <= 201
triggerall = var(59) = [1,2]
triggerall = roundstate = 2
triggerall = p2bodydist x <= 70
triggerall = statetype = A
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = pos y < -31
trigger1 = vel y > 0

[State -1]
type = ChangeState
value = 635
triggerall = random <= 202
triggerall = var(59) = [1,2]
triggerall = roundstate = 2
triggerall = p2bodydist x <= 70
triggerall = statetype = A
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = pos y < -31
trigger1 = vel y > 0

;Forward jump
[State -1,]
type = ChangeState
value = 37
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = p2bodydist x = [50,100]
triggerall = random <= 200
trigger1 = statetype != A
trigger1 = ctrl = 1

;WAVE SMASH (weak)
[State -1,]
type = ChangeState
value = 1205
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = p2bodydist x = [100,190]
triggerall = random <= 80
trigger1 = statetype != A
trigger1 = ctrl = 1

;GROUND FIRE
[State -1,]
type = ChangeState
value = 1105
triggerall = roundstate = 2
triggerall = var(59) = 2
triggerall = p2bodydist x = [191,200]
triggerall = random <= 400
trigger1 = statetype != A
trigger1 = ctrl = 1

;Crouching weak kick
[State -1]
type = ChangeState
value = 410
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = p2bodydist x <= 35
triggerall = random <= 300
triggerall = p2stateno != 5120
triggerall = p2statetype != L
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 101

;Crouching weak punch
[State -1]
type = ChangeState
value = 400
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
trigger1 = statetype != A
trigger1 = random < 800
trigger1 = stateno = 410 && movecontact && time = [5,12]

;Crouching forward + hard kick
[State -1]
type = ChangeState
value = 440
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
trigger1 = statetype != A
trigger1 = random < 700
trigger1 = stateno = 400 && movecontact

;Standing Forward + B
[State -1,]
type = ChangeState
value = 241
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = random < 500
trigger1 = stateno = 205 && movecontact
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 225 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 420 && movecontact
trigger7 = stateno = 400 && movecontact

[State -1,]
type = ChangeState
value = 2105
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = random < 600
triggerall = power = [1000,1999]
triggerall = p2statetype != A
triggerall = movehit && p2movetype = H 
trigger1 = stateno = 220 
trigger2 = stateno = 225
trigger3 = stateno = 235
trigger4 = stateno = 420
trigger5 = stateno = 241
trigger6 = stateno = 1500
trigger7 = stateno = 1505

[State -1,]
type = ChangeState
value = 1505
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = random < 700
trigger1 = stateno = 241 && movecontact && time = [16,21]

[State AI]
type = ChangeState
value = 800
triggerall = var(59) = [1,2]
triggerall = random <= 360
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2stateno != [5050,5122]
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,15]
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 801
triggerall = var(59) = 2
triggerall = roundstate = 2
triggerall = random <= 361
triggerall = ctrl && statetype != A
triggerall = p2stateno != [5050,5122]
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,15]
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 700
triggerall = var(59) = [1,2]
triggerall = p2stateno = [5080,5121]
triggerall = random <= 100
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,150]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 360
triggerall = var(59) = [1,2]
triggerall = random <= 50
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2bodydist x = [30,70]
trigger1 = ctrl && !enemynear(fvar(37)),NumProj
trigger1 = BackEdgeBodyDist > 50

[State AI]
type = ChangeState
value = 700
triggerall = var(59) = [1,2]
triggerall = p2statetype != L
triggerall = statetype != A
triggerall = InGuardDist
triggerall = ctrl
triggerall = RoundState = 2
triggerall = random <= 790
triggerall = p2bodydist x = [70,300]
trigger1 = ctrl && enemynear(fvar(37)),NumProj && statetype != A && random = [20,300]
trigger2 = inguarddist = [0,120]
trigger2 = ctrl && enemynear(fvar(37)),NumProj && statetype != A

[State AI]
type = ChangeState
value = 700
triggerall = var(59) = [1,2]
triggerall = random <= 150
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,70]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 700
triggerall = var(59) = [1,2]
triggerall = random <= 100
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2stateno = [5080,5121]
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10

[State -1]
type = ChangeState
value = 305
triggerall = p2bodydist x = [0,50]
triggerall = roundstate = 2
triggerall = var(59) = [1,2]
triggerall = EnemyNear(floor(fvar(37))),MoveType = A
triggerall = EnemyNear(floor(fvar(37))),AnimTime <= -10 || EnemyNear(floor(fvar(37))),Time <= 1
trigger1 = (stateno = 150 || stateno = 151) && power >= 1000
trigger1 = random <= 70

[State -1,tiaoxing]
type = ChangeState
value = 195
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = P2Life < Life
triggerall = roundstate = 3
trigger1 = random <= 100*var(59)
trigger2 = random <= 100*var(59)
trigger3 = random <= 100*var(59)
trigger4 = random <= 100*var(59)
trigger5 = random <= 100*var(59)
trigger6 = random <= 100*var(59)
trigger7 = random <= 100*var(59)
trigger8 = random <= 100*var(59)
trigger9 = random <= 100*var(59)
trigger10 = random <= 100*var(59)
trigger11 = random <= 100*var(59)
trigger12 = random <= 100*var(59)
trigger13 = random <= 100*var(59)
trigger14 = random <= 100*var(59)
trigger15 = random <= 100*var(59)
trigger16 = random <= 100*var(59)
trigger17 = random <= 100*var(59)
trigger18 = random <= 100*var(59)
trigger19 = random <= 100*var(59)
trigger20 = random <= 100*var(59)
trigger21 = random <= 100*var(59)
trigger22 = random <= 100*var(59)
trigger23 = random <= 100*var(59)
trigger24 = random <= 100*var(59)
trigger25 = random <= 100*var(59)
trigger26 = random <= 100*var(59)
trigger27 = random <= 100*var(59)
trigger28 = random <= 100*var(59)
trigger29 = random <= 100*var(59)
trigger30 = random <= 100*var(59)
trigger31 = random <= 100*var(59)
trigger32 = random <= 100*var(59)
trigger33 = random <= 100*var(59)
trigger34 = random <= 100*var(59)
trigger35 = random <= 100*var(59)
trigger36 = random <= 100*var(59)
trigger37 = random <= 100*var(59)
trigger38 = random <= 100*var(59)
trigger39 = random <= 100*var(59)
trigger40 = random <= 100*var(59)
trigger41 = random <= 100*var(59)
trigger42 = random <= 100*var(59)
trigger43 = random <= 100*var(59)
trigger44 = random <= 100*var(59)
trigger45 = random <= 100*var(59)
trigger46 = random <= 100*var(59)
trigger47 = random <= 100*var(59)
trigger48 = random <= 100*var(59)
trigger49 = random <= 100*var(59)
trigger50 = random <= 100*var(59)
trigger51 = random <= 100*var(59)
trigger52 = random <= 100*var(59)
trigger53 = random <= 100*var(59)
trigger54 = random <= 100*var(59)
trigger55 = random <= 100*var(59)
trigger56 = random <= 100*var(59)
trigger57 = random <= 100*var(59)
trigger58 = random <= 100*var(59)
trigger59 = random <= 100*var(59)
trigger60 = random <= 100*var(59)
trigger61 = random <= 100*var(59)
trigger62 = random <= 100*var(59)
trigger63 = random <= 100*var(59)
trigger64 = random <= 100*var(59)
trigger65 = random <= 100*var(59)
trigger66 = random <= 100*var(59)
trigger67 = random <= 100*var(59)
trigger68 = random <= 100*var(59)
trigger69 = random <= 100*var(59)
trigger70 = random <= 100*var(59)
trigger71 = random <= 100*var(59)
trigger72 = random <= 100*var(59)
trigger73 = random <= 100*var(59)
trigger74 = random <= 100*var(59)
trigger75 = random <= 100*var(59)
trigger76 = random <= 100*var(59)
trigger77 = random <= 100*var(59)
trigger78 = random <= 100*var(59)
trigger79 = random <= 100*var(59)
trigger80 = random <= 100*var(59)
trigger81 = random <= 100*var(59)
trigger82 = random <= 100*var(59)
trigger83 = random <= 100*var(59)
trigger84 = random <= 100*var(59)
trigger85 = random <= 100*var(59)
trigger86 = random <= 100*var(59)
trigger87 = random <= 100*var(59)
trigger88 = random <= 100*var(59)
trigger89 = random <= 100*var(59)
trigger90 = random <= 100*var(59)
trigger91 = random <= 100*var(59)
trigger92 = random <= 100*var(59)
trigger93 = random <= 100*var(59)
trigger94 = random <= 100*var(59)
trigger95 = random <= 100*var(59)
trigger96 = random <= 100*var(59)
trigger97 = random <= 100*var(59)
trigger98 = random <= 100*var(59)
trigger99 = random <= 100*var(59)
trigger100 = random <= 100*var(59)