[Statedef -3]

;-----------------------------------------------
;STATE 5000 = PORRADAS EM P
;STATE 5010 = AGACHADAS
;STATE 5020 = NO AR
;-----------------------------------------------
; PORRADAS FRACAS
;anim 5000 = em pno ar na cara
;anim 5010 = em pno ar no estago
;anim 5020 = agachado
;----------------------------------------------
;PORRADAS MDIAS
;anim 5001 = em pno ar na cara
;anim 5011 = em pno ar no estago
;anim 5021 = agachado
;---------------------------------------------
;PORRADAS FORTES
;anim 5002 = em pno ar na cara
;anim 5012 = em pno ar no estago
;anim 5022 = agachado

;======================
;gritar qdo recebe porrada fraca
;======================

[State -3, fraco]
triggerall = time = 2
trigger1 = (stateno = 5000 && anim = 5000) || (stateno = 5000 && anim = 5010)
trigger2 = stateno = 5010 && anim = 5020
trigger3 = (stateno = 5020 && anim = 5000) || (stateno = 5020 && anim = 5010)
type = PlaySnd
value = 801,3

;=======================
;gritar qdo recebe porrada mia
;=======================
[State -3, mio]
triggerall = time = 2
trigger1 = (stateno = 5000 && anim = 5001) || (stateno = 5000 && anim = 5011)
trigger2 = stateno = 5010 && anim = 5021
trigger3 = (stateno = 5020 && anim = 5001) || (stateno = 5020 && anim = 5011)
type = PlaySnd
value = 801,4

;======================
;gritar qdo recebe porrada forte
;======================
[State -3, mio]
triggerall = time = 2
trigger1 = (stateno = 5000 && anim = 5002) || (stateno = 5000 && anim = 5012)
trigger2 = stateno = 5010 && anim = 5022
trigger3 = (stateno = 5020 && anim = 5002) || (stateno = 5020 && anim = 5012)
type = PlaySnd
value = 801,5



;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0


[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
trigger30 = command = "AI29"
trigger31 = command = "AI30"
trigger32 = command = "AI31"
trigger33 = command = "AI32"
trigger34 = command = "AI33"
trigger35 = command = "AI34"
trigger36 = command = "AI35"
trigger37 = command = "AI36"
trigger38 = command = "AI37"
trigger39 = command = "AI38"
trigger40 = command = "AI39"
trigger41 = command = "AI40"
trigger42 = command = "AI41"
trigger43 = command = "AI42"
trigger44 = command = "AI43"
trigger45 = command = "AI44"
trigger46 = command = "AI45"
trigger47 = command = "AI46"
trigger48 = command = "AI47"
trigger49 = command = "AI48"
trigger50 = command = "AI49"
trigger51 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -72
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
trigger1 = Statetype != A&& p2bodydist X >= 20
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -61
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [11,57+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -39
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A && p2bodydist X >= 20
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 20*enemynear,vel y >= -42
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-20
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,94+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -91
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -51
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,36+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,47+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -23
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [14,68+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-68,76]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+3*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,65+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [1,53]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-3,18+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,69]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, tiro]
type = ChangeState
value = 7100
triggerall = p2bodydist y + 22*enemynear,vel y >= -70
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-22
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [58,379+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -65
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, bola]
type = ChangeState
value = 7200
triggerall = p2bodydist y + 7*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,541+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && numhelper (7210) <=1
trigger1 = ctrl

[State -1,Kombo1 ]
type = ChangeState
value = 8000
triggerall = p2bodydist y + 6*enemynear,vel y >= -99
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,60+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8000&&p2statetype!=L


[State -1,Kombo1 ]
type = ChangeState
value = 8002
triggerall = p2bodydist y + 7*enemynear,vel y >= -71
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8002&&p2statetype!=L


;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -72
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
trigger1 = Statetype != A&& p2bodydist X >= 20
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -61
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [11,57+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -39
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,53+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A && p2bodydist X >= 20
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 20*enemynear,vel y >= -42
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [0,94+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -51
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -91
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,36+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,47+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -23
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [14,68+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-68,76]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,38+3*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,65+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [1,53]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [-3,18+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,69]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,25]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, tiro]
type = ChangeState
value = 7100
triggerall = p2bodydist y + 22*enemynear,vel y >= -70
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -22
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -23
triggerall = p2bodydist x = [58,379+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -65
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, bola]
type = ChangeState
value = 7200
triggerall = p2bodydist y + 7*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,541+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && numhelper (7210) <=1
trigger1 = ctrl

[State -1,Kombo1 ]
type = ChangeState
value = 8000
triggerall = p2bodydist y + 6*enemynear,vel y >= -99
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,60+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8000&&p2statetype!=L


[State -1,Kombo1 ]
type = ChangeState
value = 8002
triggerall = p2bodydist y + 7*enemynear,vel y >= -71
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8002&&p2statetype!=L


;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-72,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
trigger1 = Statetype != A&& p2bodydist X >= 20
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-61,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [11,57+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-39,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,53+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A && p2bodydist X >= 20
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-42,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=21)*49)*var(59)
triggerall = p2bodydist x = [0,94+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-51,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-91,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,36+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-29,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,47+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-23,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [14,68+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-68,76]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,38+3*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,65+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [1,53]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [-3,18+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,69]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact

[State -1, tiro]
type = ChangeState
value = 7100
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + enemynear,gethitvar(yaccel)*22*23*0.5 = [-70,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 22
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=23)*49)*var(59)
triggerall = p2bodydist x = [58,379+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -65
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, bola]
type = ChangeState
value = 7200
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,541+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && numhelper (7210) <=1
trigger1 = ctrl

[State -1,Kombo1 ]
type = ChangeState
value = 8000
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-99,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,60+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8000&&p2statetype!=L


[State -1,Kombo1 ]
type = ChangeState
value = 8002
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-71,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8002&&p2statetype!=L


;Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,25]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H




;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -72
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
trigger1 = Statetype != A&& p2bodydist X >= 20
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -61
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [11,57+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -39
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)
triggerall = p2bodydist x = [0,53+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A && p2bodydist X >= 20
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 20*enemynear,vel y >= -42
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [0,94+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -51
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 33*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -91
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 25*var(59)
triggerall = p2bodydist x = [0,36+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 50*var(59)
triggerall = p2bodydist x = [0,47+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -23
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [14,68+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-68,76]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 33*var(59)
triggerall = p2bodydist x = [0,38+3*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,65+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [1,53]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [-3,18+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,69]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact

[State -1, tiro]
type = ChangeState
value = 7100
triggerall = p2bodydist y + 22*enemynear,vel y >= -70
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [58,379+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -65
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, bola]
type = ChangeState
value = 7200
triggerall = p2bodydist y + 7*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,541+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && numhelper (7210) <=1
trigger1 = ctrl

[State -1,Kombo1 ]
type = ChangeState
value = 8000
triggerall = p2bodydist y + 6*enemynear,vel y >= -99
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 50*var(59)
triggerall = p2bodydist x = [0,60+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8000&&p2statetype!=L

[State -1,Kombo1 ]
type = ChangeState
value = 8002
triggerall = p2bodydist y + 7*enemynear,vel y >= -71
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)|| p2statetype = A && random <= 37*var(59)
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(57) <= 1
trigger1 = statetype != A && ctrl && p2bodydist X < 20 && stateno !=8002&&p2statetype!=L


;Move and other
[State -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = H || p2bodydist x > 120 || random%5=0 && p2bodydist x = [40,100]
triggerall = p2statetype != L || p2bodydist x > 100 || p2stateno = 5120 && enemynear,animtime = [-41,-30]
triggerall = p2movetype != H || p2statetype = A || p2stateno = [120,159]
triggerall = (!inguarddist || !ctrl) && random <= (20+40*(p2movetype = H))*var(59)
trigger1 = ctrl
trigger1 = statetype = S

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Run Back]
type = ChangeState
value = 105
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
trigger1 = Statetype != A
trigger1 = ctrl


