
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| AI |--------------------------------------------------------------

[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0

[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0

[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0

[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0

[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0

[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0

[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0

[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0

[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0

[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0

[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0

[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0

[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0

[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0

[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0

[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0

[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0

[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0

[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0

[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0

[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0

[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0

[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0

[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0

[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0

[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0

[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0

[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0

[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0

[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0

[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0

[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0

[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0

[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0

[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0

[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0

[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0

[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0

[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0

[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0

[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0

[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0

[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0

;-| Super Motions |--------------------------------------------------------
[Command]
name = "hyper"
command = ~B, D, DF, z
time = 18

[Command]
name = "hyper"
command = ~B, D, DF, x+y
time = 18

;-| Special Motions |------------------------------------------------------

[Command]
name = "sp1"
command = ~B, DB, D, DF, F, x
time = 18

[Command]
name = "sp1"
command = ~B, DB, D, DF, F, y
time = 18

[Command]
name = "sp2"
command = ~F, DF, D, DB, B, x
time = 18

[Command]
name = "sp2"
command = ~F, DF, D, DB, B, y
time = 18

[Command]
name = "sp3a"
command = ~F, DF, D, DB, B, a
time = 18

[Command]
name = "sp3b"
command = ~F, DF, D, DB, B, b
time = 18

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;------------------------------------------------------------------------------
;-| L[{{^ |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;===========================================================================
[Statedef -1]
;===========================================================================

;---------------------------------------------------------------------------
;CUXJC
[State -1, In the Sky]
type = ChangeState
value = 3000
triggerall = var(59) <= 0 
triggerall = command = "hyper"
triggerall = statetype != A && power > 1000
trigger1 = ctrl
trigger1 = (stateno = [200,299]) || (stateno = [400,499])

;A[n}[
[State -1, sp1]
type = ChangeState
value = 1000
triggerall = var(59) <= 0 
triggerall = command = "sp1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])

;V_[^bN
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59) <= 0 
triggerall = command = "sp2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])

;}CgvX`
[State -1, sp3a]
type = ChangeState
value = 1200
triggerall = var(59) <= 0 
triggerall = command = "sp3a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])

;}CgvXa
[State -1, sp3b]
type = ChangeState
value = 1205
triggerall = var(59) <= 0 
triggerall = command = "sp3b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])

;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) <= 0 
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) <= 0 
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;wbhobh
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) <= 0 
triggerall = command = "fwd_y" || command = "back_y" || command = "fwd_b" || command = "back_b"
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist X = [-5, 10]
triggerall = p2movetype != H
trigger1 = ctrl = 1
trigger1 = p2statetype = S
trigger2 = ctrl = 1
trigger2 = p2statetype = C

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) <= 0 
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 10
;--------------------------------
; Standing punch 
[State -1]
type = null;ChangeState
value = 215
trigger1 = stateno !=100
trigger1 = command = "y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 25
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) <= 0 
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) <= 0 
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) <= 0 
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) <= 0 
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) <= 0 
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) <= 0 
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) <= 0 
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) <= 0 
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) <= 0 
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) <= 0 
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) <= 0 
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) <= 0 
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl


;AI
;===========================================================================
;ANV 
;===========================================================================

;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) > 0
Triggerall = RoundState = 3
triggerall = var(50) = 1
trigger1 = Life >= 1
trigger1 = prevstateno !=195
trigger1 = statetype != A
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]

;===========================================================================
;dHƌċL 
;===========================================================================

[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) > 2 && RoundState = 2 && alive && life > 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),stateno < 2000
triggerall = statetype != A && power > 1000
triggerall = stateno = [200,440]
trigger1 = enemynear(var(55)),movetype = A
trigger1 = enemynear(var(55)),ctrl = 0
trigger1 = inguarddist
trigger1 = AnimElemtime(3) >= 0
trigger1 = random < var(10)*10
trigger2 = enemynear(var(55)),statetype = A  
trigger2 = enemynear(var(55)),movetype != H 
trigger2 = p2bodydist Y < -30
trigger2 = random < var(59)*50

[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) = 5
triggerall = RoundState = 2 && alive && life > 0
triggerall = var(45) <= 0
triggerall = statetype != A && power > 1000
trigger1 = enemynear(var(55)),statetype != S || enemynear(var(55)),Const(size.head.pos.y) <= -25
trigger1 = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -95
trigger1 = enemynear(var(55)),movetype = A
trigger1 = enemynear(var(55)),ctrl = 0
trigger1 = p2bodydist X < 80
trigger1 = inguarddist
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || (stateno = [120,149]) || stateno = [200,440]
trigger1 = random < var(59)*30

;===========================================================================
;EEʒ[
;===========================================================================

[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(53) = 100
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),ctrl = 0
triggerall = !inguarddist || var(59) < 4
triggerall = statetype != A && power > 1000
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = random < var(59)*200

[State -1, jump]
Type = ChangeState
Value = 41
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(53) = 100
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),ctrl = 0
triggerall = !inguarddist || var(59) < 4
triggerall = statetype != A 
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X < 80
trigger1 = random < var(59)*200

[State -1, jump fwd]
Type = ChangeState
Value = 42
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(53) = 100
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),ctrl = 0
triggerall = !inguarddist || var(59) < 4
triggerall = statetype != A 
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X >= 80
trigger1 = random < var(59)*200

;===========================================================================
;󒆌
;===========================================================================

;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = var(54) >= 4
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno = [150,155]
triggerall = enemynear(var(55)),ctrl = 0
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,80]
trigger1 = random < var(59)*100

;===========================================================================
;U
;===========================================================================

;V_[^bN
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59) = [4,5]
triggerall = RoundState = 2 && alive && life > 0 
triggerall = var(45) = 0
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),vel X < 0 || !inguarddist
triggerall = enemynear(var(55)),vel Y > 0 
triggerall = enemynear(var(55)),ctrl = 0
triggerall = statetype != A 
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = 102 || stateno = [120,149] 
trigger1 = enemynear(var(55)),stateno > 1000 && enemynear(var(55)),vel Y > 0 || !inguarddist || prevstateno = [150,155]
trigger1 = p2bodydist X > 50
trigger1 = random < var(59)*100

;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -75
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -50
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || var(54) >= 4 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype = S
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,37]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 
trigger3 = var(54) >= 4 && p2bodydist X <= 20

;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -35

triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype = S
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,63]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 

;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -160
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -80
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype = S
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,83]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 

;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype = S
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,81]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 

;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = power > 1000 || p2life <= 35
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,91]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 

;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,91]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 

;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [-3,95]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 

;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = [3,5]
triggerall = RoundState = 2 && alive && life > 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),AnimTime <= -4
triggerall = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 || var(54) >= 4 || enemynear(var(55)),stateno = [195,1999]
triggerall = var(45) <= 0 || facing=enemynear(var(55)),facing || !inguarddist && var(40) <= 0
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X = [10,108]
triggerall = random < var(59)*100
trigger1 = (enemynear(var(55)),stateno = [200,245]) || (enemynear(var(55)),stateno = [400,440])
trigger1 = enemynear(var(55)),movetype = I
trigger2 = var(59) = [4,5]
trigger2 = enemynear(var(55)),stateno = 40 || enemynear(var(55)),stateno = 52 
trigger3 = enemynear(var(55)),movetype = H 
trigger3 = enemynear(var(55)),ctrl = 0
trigger3 = enemynear(var(55)),stateno = [5000,5999]
trigger3 = var(52) <= 0 
trigger3 = p2bodydist X <= 100

;===========================================================================
;؂ւ
;===========================================================================

;
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(57) != 2 && var(57) != 4
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno < 2000
triggerall = p2bodydist X = [-5, 10]
triggerall = statetype = S 
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = stateno != 100
trigger1 = random < var(59)*60
trigger2 = enemynear(var(55)),stateno = [120,159] 
trigger2 = random <= var(59)*200
trigger3 = enemynear(var(55)),StateNo = [200,440]
trigger3 = random <= var(59)*60

;===========================================================================
;
;===========================================================================

[State -1,Wv]
Type = ChangeState
Value = 43
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = enemynear(var(55)),HitDefAttr = SCA,AT
trigger1 = enemynear(var(55)),Time >= (35-var(59)*7)
trigger1 = enemynear(var(55)),Time >= (60-var(59)*12) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
trigger1 = random < var(59)*60 

[State -1,Wv]
Type = ChangeState
Value = 42
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = enemynear(var(55)),HitDefAttr = SCA,AT
trigger2 = enemynear(var(55)),statetype != L
trigger2 = enemynear(var(55)),statetype != A
trigger2 = var(45) > 0
trigger2 = inguarddist && var(40) <= 0
trigger2 = p2bodydist X >= 100
trigger2 = random < var(59)*10 

;===========================================================================
;ʒ[
;===========================================================================

[State -1, hyper]
type = ChangeState
value = 3000
triggerall = numhelper(35000+id) || numhelper(30000+id)
triggerall = (abs(helper(35000+id),RootDist X) < 80 && facing = 1)||(abs(helper(30000+id),RootDist X) < 80 && facing = -1)
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(53) <= 7
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = statetype != A && power > 1000
trigger1 = p2bodydist X = [-3,50] 
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = random < var(59)*20

;}CgvX`
[State -1, sp3a]
type = ChangeState
value = 1200
triggerall = numhelper(35000+id) || numhelper(30000+id)
triggerall = (abs(helper(35000+id),RootDist X) < 80 && facing = 1)||(abs(helper(30000+id),RootDist X) < 80 && facing = -1)
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(57) != 2 && var(57) != 4
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = TeamMode = Single || TeamMode = Turns || p2life = 0
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = statetype != A
trigger1 = p2bodydist X = [-3,50] 
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = random < var(59)*20

;===========================================================================
;_s
;===========================================================================

[State -1,Wv]
Type = ChangeState
Value = 41
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno < 2000  
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = p2bodydist X < 85
trigger1 = random < 5

[State -1,Wv]
Type = ChangeState
Value = 42
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno < 2000  
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = p2bodydist X >= 85
trigger1 = random < 5

;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno < 2000  
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = prevstateno != [5000,5999]
trigger1 = prevstateno != [150,155]
trigger1 = p2bodydist X = [10,105]
trigger1 = random < p2bodydist X
trigger2 = var(59) = [4,5]
trigger2 = var(45) <= 0
trigger2 = enemynear(var(55)),time <= 2
trigger2 = enemynear(var(55)),stateno < 2000  
trigger2 = enemynear(var(55)),ctrl = 0 
trigger2 = p2bodydist X = [81,105]
trigger2 = random < 100

;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno < 2000  
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,91]
trigger1 = random < 5

;===========================================================================
;K[h
;===========================================================================

[state -1, K[h]
type = changestate
value = 120
triggerall = var(59) > 0 
triggerall = RoundState = 2 && Alive && Life > 0 
triggerall = statetype != A
triggerall = Ctrl || stateno = 19 || stateno = 22 || StateNo = 11 
triggerall = StateNo != [120,159]
triggerall = random < var(59)*200 
trigger1 = InguardDist
trigger1 = P2BodyDist X >= 0
trigger1 = enemynear(var(55)),MoveType = A
trigger1 = enemynear(var(55)),HitDefAttr = SCA, NA, SA, HA
trigger2 = InguardDist || var(40) > 0
trigger2 = enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger3 = !(enemynear(var(55)),HitDefAttr = SCA, NT, ST, HT)
trigger3 = enemynear(var(55)),MoveType = A
trigger3 = P2BodyDist X < 0
trigger3 = P2Dist X > 0 || P2Dist X < 0 
IgnoreHitPause = 0
Ctrl = 0

;===========================================================================
;NU
;===========================================================================

;V_[^bN
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59)> 0 && RoundState = 2 && alive && life > 0 
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !inguarddist || var(59) < 4
triggerall = statetype = S
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = var(58) <= 0
trigger1 = var(52) <= 0
trigger1 = enemynear(var(55)),statetype != L
trigger1 = enemynear(var(55)),stateno != 5120
trigger1 = p2bodydist X > var(59)*40
trigger1 = random < var(59)*10
trigger2 = enemynear(var(55)),statetype = L
trigger2 = enemynear(var(55)),stateno != 5120 || enemynear(var(55)),animtime < -11 
trigger2 = enemynear(var(55)),ctrl = 0
trigger2 = p2bodydist X > var(59)*30
trigger2 = random < var(59)*50

;===========================================================================
;΋
;===========================================================================

[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(53) <= 7
triggerall = enemynear(var(55)),statetype != L
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = statetype != A && power > 1000
trigger1 = var(45) <= 0
trigger1 = enemynear(var(55)),statetype = A
trigger1 = enemynear(var(55)),movetype = I
trigger1 = enemynear(var(55)),stateno != [5000,5999]
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X =  [-var(59)*10,var(59)*50]
trigger1 = p2bodydist Y < -30
trigger1 = random < var(59)*20 || power > 2000  
trigger2 = enemynear(var(55)),movetype = H
trigger2 = enemynear(var(55)),ctrl = 0
trigger2 = movehit && stateno = 440
trigger3 = enemynear(var(55)),statetype = A
trigger3 = enemynear(var(55)),ctrl = 0
trigger3 = (stateno = [200,299]) || (stateno = [400,499])
trigger3 = moveguarded
trigger3 = random < var(59)*100

;}CgvX`
[State -1, sp3a]
type = ChangeState
value = 1200
triggerall = numhelper(35000+id) || numhelper(30000+id)
triggerall = (helper(35000+id),RootDist X > helper(30000+id),RootDist X && facing = 1) || (helper(30000+id),RootDist X > helper(35000+id),RootDist X && facing = -1)
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(57) != 2 && var(57) != 4
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),stateno != [5000,5999]
triggerall = enemynear(var(55)),vel Y <= 0
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X =  [-var(59)*10,var(59)*50]
trigger1 = p2bodydist Y < -30
trigger1 = random < var(59)*10

;}CgvXa
[State -1, sp3b]
type = ChangeState
value = 1205
triggerall = numhelper(35000+id) || numhelper(30000+id)
triggerall = (helper(35000+id),RootDist X <= helper(30000+id),RootDist X && facing = 1) || (helper(30000+id),RootDist X <= helper(35000+id),RootDist X && facing = -1)
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(57) != 2 && var(57) != 4
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),stateno != [5000,5999]
triggerall = enemynear(var(55)),vel Y <= 0
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = statetype != A
triggerall = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X =  [-var(59)*10,var(59)*50]
trigger1 = random < var(59)*10

;===========================================================================
;{s
;===========================================================================

[State -1,Wv]
Type = ChangeState
Value = 41
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = enemynear(var(55)),statetype != L
trigger1 = enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),movetype != H
trigger1 = !inguarddist && var(40) <= 0 || var(59) < 4
trigger1 = p2bodydist X < 85
trigger1 = random < var(59) 

[State -1,Wv]
Type = ChangeState
Value = 42
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = StateType != A
triggerall = ctrl || stateno = 11 || stateno = 22 || stateno = 19 || stateno = [120,149]
trigger1 = enemynear(var(55)),statetype != L
trigger1 = enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),movetype != H
trigger1 = !inguarddist && var(40) <= 0 || var(59) < 4
trigger1 = p2bodydist X >= 85
trigger1 = random < var(59) 

;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(45) <= 0
triggerall = !inguarddist
triggerall = statetype = S 
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
triggerall = p2bodydist X >= 150
trigger1 = enemynear(var(55)),statetype != L
trigger1 = enemynear(var(55)),statetype != A
trigger1 = random < var(59)*10
trigger2 = enemynear(var(55)),statetype = L
trigger2 = enemynear(var(55)),stateno != 5120 || enemynear(var(55)),animtime < -17 
trigger2 = enemynear(var(55)),ctrl = 0
trigger2 = random < var(59)*200

;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = numhelper(35000+id) || numhelper(30000+id)
triggerall = !(abs(helper(35000+id),RootDist X) < 80 && facing = 1)
triggerall = !(abs(helper(30000+id),RootDist X) < 80 && facing = -1)
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = L
triggerall = enemynear(var(55)),stateno != 5120 || enemynear(var(55)),animtime < -21 
triggerall = enemynear(var(55)),ctrl = 0
triggerall = !inguarddist
triggerall = statetype = S 
triggerall = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X < 30
trigger1 = random < var(59)*200

;Oi
[state -1]
type = ChangeState
value = 19
triggerall = var(59) > 0 && RoundState = 2 && Alive && Life > 0 
triggerall = frontedgebodydist > 0 
triggerall = statetype != A && ctrl
triggerall = !inguarddist && P2dist X > 0
trigger1 = P2bodydist X > 90 || var(54) > 0
trigger1 = random < var(59)*100 
trigger2 = var(53) > 0

;
[state -1]
type = ChangeState
value = 22
triggerall = numhelper(35000+id) || numhelper(30000+id)
triggerall = !(abs(helper(35000+id),RootDist X) < 20 && facing = 1)
triggerall = !(abs(helper(30000+id),RootDist X) < 20 && facing = -1)
triggerall = var(59) > 0 && RoundState = 2 && Alive && Life > 0 
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype = L || enemynear(var(55)),movetype != H
triggerall = statetype != A && ctrl
triggerall = !inguarddist && P2dist X > 0
trigger1 = var(53) <= 0
trigger1 = P2bodydist X = [-3,95]
trigger1 = random < var(59)*200 

;===========================================================================
; Lvp
;===========================================================================

;A[n}[
[State -1, sp2]
type = ChangeState
value = 1000
triggerall = var(59)= [1,2]
triggerall = RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != S || enemynear(var(55)),Const(size.head.pos.y) <= -70
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -110
triggerall = enemynear(var(55)),stateno != [5000,5999]
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
triggerall = !inguarddist || var(59) < 4
trigger1 = statetype = S
trigger1 = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,100]
trigger1 = p2bodydist Y >= -80
trigger1 = random < 10

;===========================================================================
;
;===========================================================================

;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(53) <= 11
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != S || enemynear(var(55)),Const(size.head.pos.y) <= -50
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -75
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !(var(54) > 5 && enemynear(var(55)),movetype = H)
triggerall = !(enemynear(var(55)),statetype = A && enemynear(var(55)),stateno = [5000,5999])
triggerall = !inguarddist && var(40) <= 0 || var(59) < 4
triggerall = prevstateno != [150,155]
triggerall = prevstateno != [5000,5999]
trigger1 = statetype = S
trigger1 = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-15,37]
trigger1 = p2bodydist Y >= -60
trigger1 = random < var(59)*10

;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0
triggerall = var(53) <= 14 
triggerall = var(45) <= 0
triggerall = var(52) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != S || enemynear(var(55)),Const(size.head.pos.y) <= -80
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -160
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !(var(54) > 5 && enemynear(var(55)),movetype = H)
triggerall = !(enemynear(var(55)),statetype = A && enemynear(var(55)),stateno = [5000,5999])
triggerall = !inguarddist || var(59) < 4
trigger1 = statetype = S
trigger1 = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = prevstateno != [150,155]
trigger1 = prevstateno != [5000,5999]
trigger1 = p2bodydist X = [-3,83]
trigger1 = p2bodydist Y >= -60
trigger1 = random < var(59)*5
;trigger2 = stateno = 200 && time > 10

;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -35

triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !inguarddist || var(59) < 4
trigger1 = !(var(54) > 5 && enemynear(var(55)),movetype = H)
trigger1 = statetype = S
trigger1 = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,63]
trigger1 = random < var(59)*5
trigger2 = movecontact && stateno = 200 && time > 7 && p2bodydist X <= 45
trigger2 = random < var(59)*200

;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !(var(54) > 5 && enemynear(var(55)),movetype = H)
triggerall = !inguarddist || var(59) < 4
trigger1 = statetype = S
trigger1 = ctrl || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,81]
trigger1 = random < var(59)*5

;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !(var(54) > 5 && enemynear(var(55)),movetype = H)
triggerall = !inguarddist || var(59) < 4
trigger1 = statetype != A
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,95]
trigger1 = random < var(59)*5

;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),Const(size.head.pos.y) <= -55

triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !(var(54) > 5 && enemynear(var(55)),movetype = H)
triggerall = !inguarddist || var(59) < 4
trigger1 = statetype != A
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [10,108]
trigger1 = random < var(59)*15

;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !inguarddist || var(59) < 4
trigger1 = !(var(54) > 5 && enemynear(var(55)),movetype = H)
trigger1 = statetype != A
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,91]
trigger1 = random < var(59)*10
trigger2 = stateno = 400 && moveguarded || stateno = 430 && movecontact 
trigger2 = p2bodydist X <= 70 && time > 5
trigger2 = random < var(59)*200

;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(52) <= 0
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !(var(54) > 5 && enemynear(var(55)),movetype = H)
triggerall = !inguarddist || var(59) < 4
trigger1 = statetype != A
trigger1 = ctrl || stateno = 11 || stateno = 19 || stateno = 22 || stateno = [120,149]
trigger1 = p2bodydist X = [-3,91]
trigger1 = random < var(59)*10

;===========================================================================
;AZ
;===========================================================================

;A[n}[
[State -1, sp2]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = var(53) <= 13
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != S || enemynear(var(55)),Const(size.head.pos.y) <= -70
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -110
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),ctrl = 0
triggerall = statetype != A
triggerall = movehit
trigger1 = stateno = 200 && p2bodydist X <= 50
trigger1 = random < var(59)*200
trigger2 = stateno = 210 || stateno = 240
trigger2 = random < 20 || p2life <= 85 || power >= 1000 || enemynear(var(55)),statetype = A
trigger3 = stateno = 410
trigger3 = enemynear(var(55)),statetype = A || p2bodydist X = [64,80]

;V_[^bN
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),ctrl = 0
triggerall = statetype != A
trigger1 = movehit && (stateno = 210 || stateno = 240)
trigger1 = random < var(59)*200
trigger2 = movehit && stateno = 410 
trigger2 = p2bodydist X > 100 || enemynear(var(55)),statetype = A
trigger2 = random < var(59)*200
trigger3 = moveguarded && stateno = 410 && p2bodydist X > 100
trigger3 = random < var(59)*20

;===========================================================================
;WvU
;===========================================================================

;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = [1,2]
triggerall = RoundState = 2 && alive && life > 0 
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),stateno != [5000,5999] 
trigger1 = random < var(59)*20
trigger1 = statetype = A 
trigger1 = ctrl || stateno = [120,149]
trigger1 = p2bodydist X = [-3+floor(5*(enemynear(var(55)),vel X)+5*(vel X)),84+floor(5*(enemynear(var(55)),vel X)+5*(vel X))]
trigger1 = p2bodydist Y = [-13-floor(5*(enemynear(var(55)),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.38),39-floor(5*(enemynear(var(55)),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.38)]

;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != S || enemynear(var(55)),Const(size.head.pos.y) <= -70
triggerall = enemynear(var(55)),statetype != C || enemynear(var(55)),Const(size.head.pos.y) <= -110
triggerall = random < var(59)*200
triggerall = statetype = A 
triggerall = ctrl || stateno = [120,149]
trigger1 = vel Y >= 0 || vel X < 0 
trigger1 = enemynear(var(55)),statetype != A
trigger1 = p2bodydist X = [30+floor(5*(enemynear(var(55)),vel X)+5*(vel X)),87+floor(5*(enemynear(var(55)),vel X)+5*(vel X))]
trigger1 = p2bodydist Y = [1-floor(5*(enemynear(var(55)),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.38),39-floor(5*(enemynear(var(55)),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.38)]
trigger2 = enemynear(var(55)),statetype = A
trigger2 = enemynear(var(55)),stateno != [5000,5999] 
trigger2 = p2bodydist X = [-3+floor(5*(enemynear(var(55)),vel X)+5*(vel X)),87+floor(5*(enemynear(var(55)),vel X)+5*(vel X))]
trigger2 = p2bodydist Y = [-40-floor(5*(enemynear(var(55)),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.38),39-floor(5*(enemynear(var(55)),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.38)]
trigger3 = var(53) = 100
trigger3 = enemynear(var(55)),statetype = A
trigger3 = enemynear(var(55)),movetype = H
trigger3 = enemynear(var(55)),ctrl = 0
trigger3 = p2bodydist X = [-3+floor(5*(enemynear(var(55)),vel X)+5*(vel X)),87+floor(5*(enemynear(var(55)),vel X)+5*(vel X))]

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = [1,2]
triggerall = RoundState = 2 && alive && life > 0 
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),stateno != [5000,5999] 
trigger1 = random < var(59)*20
trigger1 = statetype = A 
trigger1 = ctrl || stateno = [120,149]
trigger1 = p2bodydist X = [-3,68]
trigger1 = p2bodydist Y = [-13,46]

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && RoundState = 2 && alive && life > 0 
triggerall = enemynear(var(55)),statetype != L
triggerall = random < var(59)*200
triggerall = statetype = A 
triggerall = ctrl || stateno = [120,149]
trigger1 = enemynear(var(55)),statetype != A
trigger1 = vel Y >= 0 || vel X < 0 
trigger1 = p2bodydist X = [-3+floor(7*(enemynear(var(55)),vel X)+7*(vel X)),76+floor(7*(enemynear(var(55)),vel X)+7*(vel X))]
trigger1 = p2bodydist Y = [1-floor(7*(enemynear(var(55)),vel Y)+(7*(7+1)/2)*fvar(20)-7*(vel Y)-(7*(7+1)/2)*0.38),76-floor(7*(enemynear(var(55)),vel Y)+(7*(7+1)/2)*fvar(20)-7*(vel Y)-(7*(7+1)/2)*0.38)]
trigger2 = var(53) = 100
trigger2 = enemynear(var(55)),statetype = A
trigger2 = enemynear(var(55)),movetype = H
trigger2 = enemynear(var(55)),ctrl = 0

;===========================================================================
;s
;===========================================================================

;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) > 0 
triggerall = RoundState = 2 && Alive && Life > 0 
triggerall = var(45) <= 0
triggerall = enemynear(var(55)),movetype != A
triggerall = !inguarddist
triggerall = life > p2life
triggerall = life > var(59)*60
triggerall = p2bodydist X > var(59)*40
trigger1 = statetype != A && ctrl
trigger1 = random < 150-var(59)*25

;===========================================================================
