;ANSWER WIP AI

[statedef -3];AI

[State -3]
Type = VarSet
Trigger1 = 0;!var(59)
Trigger1 = !fvar(39)
fvar(39) = 1
[State -3]
Type = VarSet
Trigger1 = var(59)
Trigger1 = fvar(39)
fvar(39) = 0

[State -1,JumpCtrl];ｼﾞｬﾝﾌﾟ制御
Type = ChangeState
TriggerAll=var(59)>0
Trigger1 = StateNo=40
value = 0
Ctrl = 1

[State -3];下段ガード用
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13>=0
Trigger3 = P2Name="millia"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=1800||P2StateNo=1850
Trigger6 = P2Name="eddie"||P2Name="jam"
Trigger6 = P2StateNo=210
fvar(38) = 1
IgNoreHitPause = 1

[State -3];中段ガード用
Type = VarSet
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13<0
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="eddie"
Trigger8 = 0;NumHelper(1600)
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
fvar(38) = 2
IgNoreHitPause = 1

[State -3];ガード不能用(投げ)
Type = VarSet
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AT
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger2 = P2StateNo=800
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1300;
Trigger4 = P2Name="SLAYER"
Trigger4 = P2StateNo=1200||P2StateNo=1300
Trigger5 = P2Name="order-Sol=Badguy"
Trigger5 = P2StateNo=1500
Trigger6 = P2Name="jam"
Trigger6 = P2StateNo=2500
Trigger7 = P2Name="faust"
Trigger7 = P2StateNo=1500
Trigger8 = P2Name="johnny"
Trigger8 = EnemyNear(floor(fvar(18))),var(49)
Trigger8 = P2StateNo=[1000,1099]
Trigger9 = P2StateNo=[7600,7601]
Trigger9 = P2Name="wind"
Trigger10= P2StateNo=4000
Trigger10= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger11= P2StateNo=3300
Trigger11= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger12= P2StateNo=3200
Trigger12= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger13= P2StateNo=3600
Trigger13= P2Name="Gouki"
Trigger14= P2StateNo=20080||P2StateNo=20060
Trigger14= P2Name="Kaori Misaka"
Trigger15= P2StateNo=3890
Trigger15= P2Name="Evil Ken"
Trigger16= P2Name="Kohaku"
Trigger16= P2StateNo=[2050,2051]
Trigger17= P2Name="Omega Goenitz"
Trigger17= P2StateNo=3150
Trigger18= P2Name="RUGAL"
Trigger18= P2StateNo=2550||P2StateNo=2500
fvar(38) = 3
IgNoreHitPause = 1

[State -3];相手無敵Time
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateNo=105
Trigger2 = AutHorName="Warusaki3"
Trigger2 = P2StateNo=800
Trigger3 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger3 = P2StateNo=1800
Trigger4 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger5 = P2StateNo=1400
Trigger6 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger6 = P2StateNo=[3960,3971]
Trigger7 = P2Name="Konoha"
Trigger7 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger8 = AutHorName="⑨"
Trigger8 = P2StateNo=[900,930]
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=[1310,1311]
Trigger10= P2Name="eddie"
Trigger10= P2StateNo=1101
Trigger11= P2Name="testa"
Trigger11= P2StateNo=1300
Trigger12= P2Name="justice"
Trigger12= P2StateNo=1100
Trigger13= P2Name="TOKI-(NERICYA)"
Trigger13= (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger14= P2Name="OGRE"
Trigger14= P2StateNo=[980,991]
Trigger15= P2Name="cvsgeese"
Trigger15= P2StateNo=1300||P2StateNo=1400||P2StateNo=1500
Trigger16= P2Name="cvsrock"
Trigger16= P2StateNo=1300
Trigger17= P2Name="Oswald"||P2Name="Oniwarud"
Trigger17= P2StateNo=1500
Trigger18= P2Name="joseph"
Trigger18= P2StateNo=1020
Trigger19= P2Name="Ella"
Trigger19= (P2StateNo=[10001,10008])||P2StateNo=10090
Trigger20= P2Name="Abe"
Trigger20= P2StateNo=1100
Trigger21= P2Name="dio"
Trigger21= P2StateNo=1400
Trigger22= P2Name="cvsingrid"
Trigger22= P2StateNo=1300||P2StateNo=1350
Trigger23= P2Name="Geese Howard"
Trigger23= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger23= P2StateNo=1400||P2StateNo=1450||P2StateNo=1500
Trigger24= P2Name="Dhalsim with clones"
Trigger24= P2StateNo=1600
Trigger25= P2Name="Dragon Claw"
Trigger25= P2StateNo=[1300,1320]
Trigger26= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger26= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger26= (P2StateNo=[900,920])||(P2StateNo=[950,960])||P2StateNo=1253
Trigger27= P2Name="General"
Trigger27= P2StateNo=[1000,1012]
Trigger28= P2Name="Omega Goenitz"
Trigger28= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger29= P2Name="Reimu_Hakurei"
Trigger29= P2StateNo=3021||P2StateNo=3026
Trigger30= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger30= P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger31= P2Name="SHIN"
Trigger31= P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
fvar(38) = 0
IgNoreHitPause = 1

[State -3];ﾊｲﾊﾟｰｱｰﾏｰ警報
Type = Varadd
TriggerAll=0;まだなにも対策してない
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Mech Rugal"
Trigger8 = P2Name="Abyss"
fvar(34)=2
IgNoreHitPause = 1

;fv38=0=相手無敵Time
;fv38=1=下段(両方ガード可能ならこれ)
;fv38=2=中段
;fv38=3=ガード不能(投げ)
;fv38=4=隙突き用

[State -1,PowerSet];ｹﾞｰｼﾞ制御
Type = PowerSet
value = 0
TriggerAll=fvar(39)
Trigger1 = Command="start"

[State -1,StateNo=5120];起き上がり制御確認
Type = ChangeState
value = 5120
TriggerAll=fvar(39)
TriggerAll=StateType!=A
Trigger1 = Alive
Trigger1 = Time>0
Trigger1 = StateNo=5110

;[State -1, IK]
;Type = ChangeState
;value = 4000
;TriggerAll=var(59)>7
;TriggerAll=RoundState=3
;TriggerAll=!var(25)
;TriggerAll=!var(40)
;Trigger1 = StateType!=A
;Trigger1 = Ctrl
;Trigger2 = StateNo=100
;Trigger3 = StateNo=101
;Trigger4 = StateNo=40
;Trigger5 = StateNo=[195, 197]
;Trigger5 = Time > ifelse(Anim = 196,18,64)

[State -2];金サイクバースト
Type = ChangeState
value = 750
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=(P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*23=[-55,55])
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*23)*23=[-150,0])||P2StateType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-23||var(59)<7
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=Random<var(59)*55||var(59)>9
TriggerAll=(P2StateNo!=[200,649])||!EnemyNear(floor(fvar(18))),MoveContact
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])
Trigger1 = (ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=52||(StateNo=[120,140])
Trigger2 = Time<=1
Trigger2 = MoveType = A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo != [200,640])

[State -1,ZANSEIROUGA]
Type = ChangeState
value = 3100
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-15
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*22=[-70,0])||P2StateType!=A
TriggerAll=fvar(38)=3
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-22-(P2BodyDist X*fvar(8)/30)||var(59)<7
Trigger1 = EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
Trigger1 = (ctrl||fvar(28))||StateNo=11||StateNo=40||(StateNo=[100,101])||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||(StateNo=[120,140])
Trigger2 = (StateNo=[200,450])
Trigger2 = StateNo!=217
Trigger2 = (MoveContact&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,MANKI];万鬼滅砕
Type = ChangeState
value = 3000
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-15
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-70,0])||P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-6-(P2BodyDist X*fvar(8)/60)||var(59)<7
Trigger1 = EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
Trigger1 = (ctrl||fvar(28))||StateNo=11||StateNo=40||(StateNo=[100,101])||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||(StateNo=[120,140])
Trigger2 = (StateNo=[200,450])
Trigger2 = StateNo!=217
Trigger2 = (MoveContact&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;反応回避
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,BackStep];バックステップ
Type = ChangeState
Value = 105
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),vel x<2
TriggerAll=(P2BodyDist X*fvar(8)=[-4,100])
TriggerAll=P2StateNo>199
TriggerAll=Ctrl||(StateNo = [100,101])
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,Jump];ジャンプ
Type = ChangeState
Value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=fvar(38)=3
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガード 
;inguarddist EnemyNear(floor(fvar(18))),HitDefAttr = SCA,AA;打撃
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,700]
Type = ChangeState
value = 700
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=fvar(38)
TriggerAll=Power>999
TriggerAll=P2BodyDist X*fvar(8)=[-10,67]
TriggerAll=(P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*16=[-65,0])||P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
Trigger1 = StateNo=[150,153]
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,Guard];ガード
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=StateNo!=[120,155]
TriggerAll=InGuardDist
TriggerAll=Random<var(59)*(40+P2BodyDist X*fvar(8)+EnemyNear(floor(fvar(18))),Time)||var(59)>9
Trigger1 = Ctrl||StateNo=0||StateNo=11
Trigger2 = var(25)
Trigger2 = fvar(28)||StateNo=100||StateNo=101||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上起き攻め 
;EnemyNear(floor(fvar(18))),StateType = L EnemyNear(floor(fvar(18))),AnimTime P2BodyDist Y*fvar(9) P2BodyDist X*fvar(8)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,100];ダッシュ
Type = ChangeState
value = 100
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=11
TriggerAll=!InGuardDist
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)>190

[State -1,BackStep];ﾊﾞｯｸｽﾃｯﾌﾟ
Type = ChangeState
value = 105
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=11
TriggerAll=!InGuardDist
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=[5100,5120]
Triggerall=BackEdgeBodyDist>40
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)=[-25,10]

[State -1,Jamp];ジャンプ
Type = ChangeState
value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=11
TriggerAll=!InGuardDist
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=[5100,5120]
Triggerall=BackEdgeBodyDist<40
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X*fvar(8)=[-25,25]
Trigger2 = P2StateNo=5120
Trigger2 = Random<ifelse(var(59)>10,10,var(59))*40
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime=-15

[State -1,Walk];歩き
Type = ChangeState
value = 20
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=11
TriggerAll=!InGuardDist
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=[5100,5120]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = P2BodyDist X*fvar(8)=[-25,25]
Trigger2 = P2BodyDist X*fvar(8)=[91,189]

[State -1,S];立ち
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=20
TriggerAll=!InGuardDist
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=[5100,5120]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = P2BodyDist X*fvar(8)=[26,90]

[State -1,γ_Braid]
Type = ChangeState
value = 1200
TriggerAll=var(59)>0
TriggerAll=!fvar(37)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=!var(43)
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,230]
TriggerAll=P2StateNo=5120
Trigger1 = Random<ifelse(var(59)>10,10,var(59))*70
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-5

[State -1,C_K];屈K
Type = ChangeState
value = 410
TriggerAll=var(59)>0
TriggerAll=!fvar(37)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[26,58]
TriggerAll=P2StateNo=5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-1

[State -1,Jump];めくりジャンプ
Type = ChangeState
value = 39
TriggerAll=var(59)>0
TriggerAll=!fvar(37)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,60]
TriggerAll=P2StateNo=5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=[-20,-18]
Trigger1 = Random<ifelse(var(59)>10,10,var(59))*40

[State -1,S_D];立D
Type = ChangeState
value = 240
TriggerAll=var(59)>0
TriggerAll=!fvar(37)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[26,137]
TriggerAll=P2StateNo=5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=[-20,-18]
Trigger1 = Random<ifelse(var(59)>10,10,var(59))*20
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中起き攻め(詐欺飛び) 
;EnemyNear(floor(fvar(18))),StateType = L EnemyNear(floor(fvar(18))),AnimTime P2BodyDist Y*fvar(9) P2BodyDist X*fvar(8) 
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ロマキャン
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,ForceRomanCancel];FRC
Type = ChangeState
value = 961
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=MoveType!=H
;-------------幻朧斬----------------
Trigger1 = AnimElemTime(4)=[2,3]
Trigger1 = Anim=1410
;-----------地βﾌﾞﾚｰﾄﾞ--------------
Trigger2 = AnimElemTime(5)=[0,2]
Trigger2 = Anim=1100
;-------------冽掌------------------
Trigger3 = AnimElemTime(8)=[0,3]
Trigger3 = 0;Anim=1320
;-----------毅式迷彩---------------
Trigger4 = 0;AnimElemTime(6)=[0,1]
Trigger4 = Anim=1503

[State -1,Force_Roman_Cancel];FRC
Type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>499
;TriggerAll=NumHelper(1298)
Trigger1 = 0;StateNo=3100
Trigger1 = AnimElem=6
Trigger2 = StateNo=3102
Trigger2 = AnimElem=1
value = 961
IgNoreHitPause = 1

[State -3, 214K]
Type = ChangeState
value = 1210
TriggerAll= AILevel
TriggerAll= RoundState=2
TriggerAll= StateType!=A
TriggerAll= P2MoveType=H
Trigger1 = StateNo=810 && !AnimTime && (Random>5)

[State -1,Dash];ダッシュ
Type = ChangeState
value = 100
TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=11||StateNo=20
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H||P2StateNo=1208
Trigger1 = P2BodyDist X*fvar(8)>0
Trigger1 = P2StateType!=A
Trigger2 = P2BodyDist X*fvar(8)>75
Trigger2 = P2StateType=A
Trigger3 = P2StateNo=1208

[State -1,C_K];屈K
Type = ChangeState
value = 410
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,159]
TriggerAll=P2BodyDist X*fvar(8)=[-3,58]
Trigger1 = P2StateType!=A
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,Short_Slash];近S
Type = ChangeState
value = 220
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-30,32]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(yaccel)>0.20
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3)*3=[-40,0])||P2StateType!=A
Trigger2 = P2StateNo=1208

[State -1,Short_Slash];遠S
Type = ChangeState
value = 225
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(slidetime)<18
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(yaccel)>0.20
TriggerAll=P2BodyDist X*fvar(8)=[33,56]
Trigger1 = P2StateNo!=1208
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*6=[-80,0])||P2StateType!=A

[State -1,Short_Slash];立HS
Type = ChangeState
value = 230
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(slidetime)<18
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(yaccel)>0.20
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
Trigger1 = P2StateNo!=1208
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*6=[-80,0])||P2StateType!=A

[State -1,Short_Slash];→＋HS
Type = ChangeState
value = 235
TriggerAll=(var(59)>0&&Random<var(59)*250)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(yaccel)<0.20
TriggerAll=P2BodyDist X*fvar(8)=[-40,121]
Trigger1 = P2StateNo!=1208
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*16)*16=[-70,0])||P2StateType!=A
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上繋ぎ 
;MoveContact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;防御系
[State -1,Jump];ジャンプ
Type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<var(59)*100)
TriggerAll=RoundState=2
TriggerAll=InGuardDist
TriggerAll=StateType!=A
Trigger1 = (StateNo=[200,235])&&MoveContact
Trigger1 = StateNo!=217
Trigger2 = StateNo=206
Trigger2 = var(29)
Trigger2 = !MoveContact

[State -1,GENROUZAN];幻朧斬
Type = ChangeState
value = 1400
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[50,200]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2StateNo=[120,159]
Trigger1 = (StateNo=[200,450])
Trigger1 = StateNo!=217
Trigger1 = Random<var(59)*9
Trigger1 = (MoveContact=1&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,MEISAI_HS&D];毅式迷彩HS&D
Type = ChangeState
value = ifelse(Random<700,1540,1530)
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,200]
TriggerAll=P2StateNo=[120,159]
Trigger1 = (StateNo=[200,450])
Trigger1 = StateNo!=217
Trigger1 = Random<var(59)*30
Trigger1 = (MoveContact=1&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,MEISAI_S];毅式迷彩S
Type = ChangeState
value = 1520
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,50]
TriggerAll=P2StateNo=[120,159]
Trigger1 = (StateNo=[200,450])
Trigger1 = StateNo!=217
Trigger1 = Random<var(59)*14
Trigger1 = (MoveContact=1&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,MEISAI_P&K];毅式迷彩P&K
Type = ChangeState
value = ifelse(Random<700,1510,1500)
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[30,200]
TriggerAll=P2StateNo=[120,159]
Trigger1 = (StateNo=[200,450])
Trigger1 = StateNo!=217
Trigger1 = Random<var(59)*10
Trigger1 = (MoveContact=1&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,MEISAI_S];毅式迷彩S
Type = ChangeState
value = 1200
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[60,230]
TriggerAll=P2StateNo=[120,159]
Trigger1 = (StateNo=[200,450])
Trigger1 = StateNo!=217
Trigger1 = Random<var(59)*3
Trigger1 = (MoveContact=1&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

;防御系終了
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;繋ぎ
[State -1,ZANSEIROUGA]
Type = ChangeState
value = 3100
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=!var(3)
TriggerAll=MoveHit=1
Trigger1 = var(21)=1
Trigger1 = StateNo=230
Trigger2 = StateNo=235
Trigger2 = P2StateNo=236

[State -1,S_Dust];立D
Type = ChangeState
value = 240
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=P2BodyDist X*fvar(8)=[-4,137]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=MoveHit=1
Trigger1 = var(21)=1
Trigger1 = StateNo=230

[State -1,α_Braid]
Type = ChangeState
value = 1000
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=!var(25)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-4,155]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=!var(56)
TriggerAll=Power>999
TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist<30
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)<62
Trigger1 = var(21)=1
Trigger1 = StateNo=[205,206]
Trigger2 = StateNo=220||StateNo=225
Trigger2 = var(21)=1
Trigger2 = P2BodyDist X*fvar(8)<43
Trigger3 = StateNo=230
Trigger3 = P2BodyDist X*fvar(8)<48
Trigger4 = StateNo=420
Trigger4 = var(21)=1
Trigger4 = P2BodyDist X*fvar(8)<44
Trigger5 = StateNo=235
Trigger6 = StateNo=450

[State -1,fwd_HighSlash];→+HS
Type = ChangeState
value = 235
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-24,121]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist
TriggerAll=!var(56)
TriggerAll=var(21)=1
TriggerAll=MoveHit=1
Trigger1 = StateNo=[205,206]
Trigger2 = StateNo=220
Trigger3 = StateNo=225

[State -1,MEISAI_D];毅式迷彩_D
Type = ChangeState
value = 1540
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=!var(3)
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>-10
TriggerAll=!InGuardDist
TriggerAll=MoveHit=1
Trigger1 = StateNo=430

[State -1,Short_Slash];近S
Type = ChangeState
value = 220
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-30,32]
TriggerAll=P2BodyDist Y*fvar(9)>-70
TriggerAll=!InGuardDist
TriggerAll=MoveContact
Trigger1 = StateNo=200
Trigger2 = StateNo=[205,206]
Trigger3 = StateNo=210
Trigger4 = StateNo=400
Trigger5 = StateNo=410

[State -1, 6P]
Type = ChangeState
value = 205
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-26,46-40]
TriggerAll=P2BodyDist Y*fvar(9)>-80
TriggerAll=P2StateType!=A
TriggerAll=InGuardDist
TriggerAll=MoveContact
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger4 = StateNo=400
Trigger5 = StateNo=410

[State -1,long_slash];遠S
Type = ChangeState
value = 225
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-4,111]
TriggerAll=P2BodyDist Y*fvar(9)>-34
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)>32
Trigger1 = StateNo=200||(StateNo=[205,206])||StateNo=210||StateNo=400&&410
Trigger2 = StateNo=220

[State -1,S_HighSlash];立HS
Type = ChangeState
value = 230
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=P2BodyDist X*fvar(8)=[-4,56]
TriggerAll=P2BodyDist Y*fvar(9)>-47
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=[205,206]
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=400
Trigger7 = StateNo=410
Trigger8 = StateNo=420

[State -1,Manki];万鬼滅砕
Type = ChangeState
value = 3000
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=P2StateType!=A
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=[205,206]
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=430

[State -1,Jump];ジャンプ
Type = ChangeState
value = 39
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)<-40
TriggerAll=!var(56)
TriggerAll=MoveHit
Trigger1 = 0;StateNo=200
Trigger2 = 0; StateNo=[205,206]
Trigger3 = 0;StateNo=210
Trigger4 = 0;StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=235

[State -1, Resshou]
Type = ChangeState
value = 1500
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-4,125]
TriggerAll=P2BodyDist Y*fvar(9)>-41
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(yaccel)>0.20
TriggerAll=!var(56)
TriggerAll=!InGuardDist
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=400
Trigger8 = StateNo=410
Trigger9 = StateNo=420
Trigger10= StateNo=430

[State -1,RomanCancel];ロマンキャンセル
Type = ChangeState
value = 950
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveHit
TriggerAll=var(50)>-30
Trigger1 = StateNo=1310
Trigger1 = P2StateType!=A
Trigger2 = 0;StateNo=1000

[State -1,RomanCancel];ロマンキャンセル
Type = ChangeState
value = 951
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119])&&var(59)<9,30,150))||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumEnemy=1
TriggerAll=MoveHit
Trigger1 = StateNo=3104
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中目押し 
;AnimTime=0 Prevstateno EnemyNear(floor(fvar(18))),Movetype = H EnemyNear(floor(fvar(18))),stateno = [120,159]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,A_D];空D
Type = ChangeState
value = 640
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=!InGuardDist
TriggerAll=var(23)!=10||!var(22)
TriggerAll=P2BodyDist X*fvar(8)=[-20,45]
TriggerAll=P2BodyDist Y*fvar(9)=[-30,90]
Trigger1 = P2StateType=A
Trigger1 = P2StateNo!=[120,159]

[State -1,A_shash];空S
Type = ChangeState
value = 620
TriggerAll=0;(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&PrevStateNo=[600,620])
TriggerAll=!InGuardDist
TriggerAll=var(11)=2
TriggerAll=var(23)!=10
TriggerAll=P2BodyDist X*fvar(8)=[-20,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,70]
TriggerAll=PrevStateNo!=1540
TriggerAll=PrevStateNo!=650
Trigger1 = P2StateType=A
Trigger1 = P2StateNo!=[120,159]

[State -1,A_Kick];空K
Type = ChangeState
value = 610
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&PrevStateNo=[600,611])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=var(23)!=10||!var(22)
TriggerAll=P2BodyDist X*fvar(8)=[-20,55]
TriggerAll=(P2BodyDist Y*fvar(9)=[-95,-60])
Trigger1 = PrevStateNo!=[3100,3199]
Trigger1 = StateNo!=[950,961]
Trigger1 = PrevStateNo!=[950,961]
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateType=A

[State -1,A_P];空P
Type = ChangeState
value = 600
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&PrevStateNo=[600,611])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=951
TriggerAll=var(23)!=10||!var(22)
TriggerAll=P2BodyDist X*fvar(8)=[-50,50]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,80]
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateType=A
Trigger1 = PrevStateNo!=[3100,3199]
Trigger1 = StateNo!=[950,961]
Trigger1 = PrevStateNo!=[950,961]
Trigger2 = (StateNo=110||StateNo=115)&&Time>6
Trigger2 = P2StateType!=A

[State -1,Air_Dash];空ダッシュ
Type = ChangeState
value = 110
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=5040||StateNo=[5200,5210])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=951
TriggerAll=var(23)!=10||!var(22)
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y<-40
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)>50
Trigger1 = P2BodyDist Y*fvar(9)=[-60,40]
Trigger2 = P2StateType!=A
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ﾀﾞｽﾄ用
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1,A_Kick];空D
Type = ChangeState
value = 640
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=951
TriggerAll=var(23)=10
TriggerAll=var(22)
TriggerAll=P2BodyDist X*fvar(8)=[-20,45]
TriggerAll=P2BodyDist Y*fvar(9)=[-30,100]
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateType=A

[State -1,A_Kick];空K
Type = ChangeState
value = 600
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=((ctrl||fvar(28))&&var(11))||((StateNo=110||StateNo=115)&&Time>6)
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=951
TriggerAll=var(23)=10
TriggerAll=P2BodyDist X*fvar(8)=[-20,55+vel x*4]
TriggerAll=(P2BodyDist Y*fvar(9)=[-65,20])
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateType=A

[State -3,A_J];空ジャンプ
Type = ChangeState
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=var(23)=10
TriggerAll=var(11)<2
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-20,70]
Trigger1 = P2BodyDist Y*fvar(9)<-60
Value = 99

[State -1,Air_Dash];空ﾀﾞｯｼｭ
Type = ChangeState
value = 110
TriggerAll=(var(59)>0&&Random<var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=951
TriggerAll=StateNo=241
Trigger1 = P2StateNo!=[120,159]
Trigger1 = P2StateType=A
Trigger1 = vel y=[-9,9]
Trigger1 = P2BodyDist X*fvar(8)>50
Trigger1 = P2BodyDist Y*fvar(9)=[-60,40]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中繋ぎ 
;MoveContact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;防御系
[State -1,Air_J];2段ジャンプ
Type = ChangeState
value = 99
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11) < 2
TriggerAll=!var(12)
TriggerAll=InGuardDist
TriggerAll=MoveContact
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
;防御系終了
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;繋ぎ
[State -1,A_D];空D
Type = ChangeState
value = 640
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,80];-40
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=PrevStateNo=110
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=611

[State -1,A_Kick];空K
Type = ChangeState
value = 610
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,40]
TriggerAll=(P2BodyDist Y*fvar(9)=[-80,-9])||vel y>-7||PrevStateNo=600||StateNo=610
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=PrevStateNo!=110
TriggerAll=MoveContact
Trigger1 = StateNo=600
Trigger2 = 0;StateNo=610
Trigger2 = vel y<0
Trigger2 = P2BodyDist Y*fvar(9)>14
Trigger3 = P2BodyDist Y*fvar(9)<15
Trigger3 = StateNo=611
Trigger3 = vel y<6
;Trigger3 = vel y<4

[State -1,A_P];空P
Type = ChangeState
value = 600
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-99,90]
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=PrevStateNo!=110
TriggerAll=MoveContact
Trigger1 = StateNo=600
Trigger2 = 0;P2BodyDist Y*fvar(9)>-6
Trigger2 = StateNo=611

[State -1,A_shash];空S
Type = ChangeState
value = 620
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-30,30];-40
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=PrevStateNo!=110
TriggerAll=MoveContact
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger2 = P2BodyDist Y*fvar(9)<16
Trigger2 = vel y>-1||P2BodyDist Y*fvar(9)>20
Trigger2 = var(11)=2
Trigger3 = StateNo=611
Trigger3 = P2BodyDist Y*fvar(9)<0

[State -1,A_D];空D
Type = ChangeState
value = 640
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,45]
TriggerAll=P2BodyDist Y*fvar(9)=[0,90];-40
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=!var(11)
TriggerAll=PrevStateNo!=110
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)>0
Trigger1 = StateNo=611

[State -1,Air_J];2段ジャンプ
Type = ChangeState
value = 99
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<2
TriggerAll=!var(12)
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=MoveHit=1
TriggerAll=P2BodyDist Y*fvar(9)<9
Trigger1 = 0;StateNo=600
Trigger2 = StateNo=610
Trigger2 = P2BodyDist Y*fvar(9)<-52||vel y>5
Trigger2 = vel y>0
Trigger3 = StateNo=620

[State -1,A_HighSlash];空HS
Type = ChangeState
value = 630
TriggerAll=(var(59)>0&&Random<var(59)*ifelse((EnemyNear(floor(fvar(18))),PrevStateNo=[0,119]),80,150))||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-20,40]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,110]
TriggerAll=!InGuardDist
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=vel y<9
TriggerAll=MoveHit
Trigger1 = 0;StateNo=600
Trigger2 = 0;StateNo=610
Trigger3 = 0;StateNo=611
Trigger4 = StateNo=620

;TODO FIGURE OUT WHAT THESE VARIABLES DO, PROBABLY HELP TRACKING THE ENEMY POS+VEL
;TriggerAll=P2BodyDist X*fvar(8)=[-20,200]
;TriggerAll=P2BodyDist Y*fvar(9)=[-50,100]


;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ぶっぱ
;EnemyNear(floor(fvar(18))),Ctrl EnemyNear(floor(fvar(18))),MoveType=A P2BodyDist X*fvar(8)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -2];黄サイクバースト
Type = ChangeState
value = 750
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=(P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*18=[-55,55])
TriggerAll=(P2BodyDist Y*fvar(9)-EnemyNear(floor(fvar(18))),vel y*23=[-150,0])
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*53
Trigger1 = (ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=52
Trigger2 = Time<=1
Trigger2 = MoveType = A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo != [200,640])

[State -1,MANKI];万鬼滅砕
Type = ChangeState
value = 3000
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-15
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-70,0])||P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*54
Trigger1 = (ctrl||fvar(28))||StateNo=11||StateNo=40||(StateNo=[100,101])||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
Trigger2 = (StateNo=[200,450])
Trigger2 = StateNo!=217
Trigger2 = (MoveContact&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,β_Braid]
Type = ChangeState
value = 1100
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-10,60]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-200,0])||P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*64
Trigger1 = (ctrl||fvar(28))||StateNo=11||StateNo=40||(StateNo=[100,101])||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
Trigger2 = (StateNo=[200,450])
Trigger2 = StateNo!=217
Trigger2 = (MoveContact&&!var(3)&&StateNo!=240)||(var(29)&&StateNo!=241)

[State -1,Short_Slash];近S
Type = ChangeState
value = 220
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*100
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2BodyDist X*fvar(8)=[0,32]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,0]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-3
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl

[State -1,Short_Slash];遠S
Type = ChangeState
value = 225
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*100
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2BodyDist X*fvar(8)=[33,56]
TriggerAll=P2BodyDist Y*fvar(9)>-80
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-6
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl

[State -1,Short_Slash];立HS
Type = ChangeState
value = 230
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*100
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=P2BodyDist Y*fvar(9)>-80
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-6
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl

[State -1,Short_Slash];→＋HS
Type = ChangeState
value = 235
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*100
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2BodyDist X*fvar(8)=[0,121]
TriggerAll=P2BodyDist Y*fvar(9)>-70-EnemyNear(floor(fvar(18))),vel y*16
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-16
Trigger1 = !EnemyNear(floor(fvar(18))),Ctrl

[State -3]
Type = CtrlSet
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=InGuardDist
Trigger1 = StateNo=0||StateNo=11
value = 1

[State -3, Crouch]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random<var(59)*20||var(59)>9

[State -3, Standing]
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=fvar(38)=2
TriggerAll=StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9

[State -3, Jump]
Type=ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Ctrl||StateNo=11||StateNo=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>120||P2BodyDist X*fvar(8)<40
Trigger1 = Random<var(59)*3
Trigger2 = vel x>5
Trigger2 = StateNo=[100,101]
Trigger2 = Random<var(59)*30

[State -3, HighJump]
Type = ChangeState
Value = 39
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=Ctrl||StateNo=11
Trigger1 = P2BodyDist X*fvar(8)>170
Trigger1 = Random<var(59)*8

[State -3, HighJump]
Type = varset
var(12) = 1
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=StateNo=39
Trigger1 = P2BodyDist X*fvar(8)>170

[State -1,Dash]
Type = ChangeState
value = 100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=Ctrl||StateNo=11
trigger1 = Random<var(59)*40
Trigger1 = P2BodyDist X*fvar(8)>80

[State -1,BackStep];バックステップ
Type = ChangeState
value = 105
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
Triggerall=P2StateType!=L
Triggerall=P2MoveType!=H
Triggerall=P2Stateno!=[120,159]
Triggerall=Ctrl||StateNo=11
Triggerall=BackEdgeBodyDist>30
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
Trigger1 = P2BodyDist X*fvar(8)=[-9,99]
Trigger1 = Random<var(59)*8

[State -1, Resshou]
Type = ChangeState
value = 1500
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=40||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=BackEdgeBodyDist>40
TriggerAll=P2BodyDist X*fvar(8)=[-20,90]
TriggerAll=P2BodyDist Y*fvar(9)>-120
Trigger1 = Random<var(59)*25

[State -1, Run]
Type = ChangeState
value = 100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=40||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)>90
Trigger1 = Random<var(59)*13

[State -1, Throw]
Type = ChangeState
value = 800
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=fvar(38)||P2StateNo=900
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo!=100
TriggerAll=P2BodyDist X*fvar(8)=[-9,17]
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=BackEdgeBodyDist>60
TriggerAll=(ctrl||fvar(28))||StateNo=101||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
Trigger1 = Random<var(59)*30
Trigger2 = (PrevStateNo=[120,159])||(P2StateNo=[5200,5210])||(P2StateNo=[120,159])
Trigger2 = Random<var(59)*100
Trigger3 = var(59)>10

[State -1, Throw]
Type = ChangeState
value = 805
TriggerAll=var(59)>0
TriggerAll=fvar(38)||P2StateNo=900
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo!=100
TriggerAll=P2BodyDist X*fvar(8)=[-9,17]
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=BackEdgeBodyDist<61
TriggerAll=(ctrl||fvar(28))||StateNo=11||StateNo=101||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
Trigger1 = Random<var(59)*30
Trigger2 = (PrevStateNo=[120,159])||(P2StateNo=[5200,5210])||(P2StateNo=[120,159])
Trigger2 = Random<var(59)*100
Trigger3 = var(59)>10

[State -1, 6P]
Type = ChangeState
value = 205
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-25,61]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-80,0]
Trigger1 = P2StateType=A
Trigger1 = Random<var(59)*38

[State -1, 2H]
Type = ChangeState
value = 430
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,51]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-100,0]
Trigger1 = P2StateType=A
Trigger1 = Random<var(59)*20

[State -1, 6H]
Type = ChangeState
value = 235
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[3,121]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*16=[-110,0]
Trigger1 = P2StateType=A
Trigger1 = Random<var(59)*14

[State -1, 2K]
Type = ChangeState
value = 410
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,58]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*38

[State -1, 6K]
Type = ChangeState
value = 215
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,108]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*9

[State -1, 5D]
Type = ChangeState
value = 240
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,137]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*27

[State -1,S_NS]
Type = ChangeState
value = 220
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-40,32]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*3=[-70,0])||P2StateType!=A
Trigger1 = Random<var(59)*32

[State -1,C_P];屈P
Type = ChangeState
value = 400
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,45]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*8=[-30,0])||P2StateType!=A
Trigger1 = Random<var(59)*40

[State -1,C_HS];屈HS
Type = ChangeState
value = 430
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,51]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*8=[-100,0]
Trigger1 = P2StateType=A
Trigger1 = Random<var(59)*27

[State -1,S_P];立P
Type = ChangeState
value = 200
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,55]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*3=[-70,0])||P2StateType!=A
Trigger1 = P2StateType!=C
Trigger1 = Random<var(59)*42

[State -1,C_K];屈K
Type = ChangeState
value = 410
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,58]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*30

[State -1, 6P]
Type = ChangeState
value = 205
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-23,61]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*8=[-80,0])||P2StateType!=A
Trigger1 = Random<var(59)*24

[State -1,C_K];屈K
Type = ChangeState
value = 210
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,64]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*8=[-40,0])||P2StateType!=A
Trigger1 = Random<var(59)*32

[State -1,S_HS];立HS
Type = ChangeState
value = 230
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-40,90]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*6=[-70,0])||P2StateType!=A
Trigger1 = Random<var(59)*18

[State -1,C_S];屈S
Type = ChangeState
value = 420
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,106]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*6=[-55,0])||P2StateType!=A
Trigger1 = Random<var(59)*20

[State -1, 2H]
Type = ChangeState
value = 430
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,110]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*8=[-25,0])||P2StateType!=A
Trigger1 = Random<var(59)*20

[State -1,S_LS];立遠S
Type = ChangeState
value = 225
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[33,111]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*6=[-80,0])||P2StateType!=A
Trigger1 = Random<var(59)*19

[State -1,S_FHS];→HS
Type = ChangeState
value = 235
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[3,121]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*16=[-110,0])||P2StateType!=A
Trigger1 = Random<var(59)*9

[State -1,S_D];立D
Type = ChangeState
value = 240
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-4,137]
TriggerAll=!P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*12

[State -1, Resshou]
Type = ChangeState
value = 1500
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=40||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-20,155]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-80,0])||P2StateType!=A
Trigger1 = Random<var(59)*8

[State -1, 236H]
Type = ChangeState
value = 1230
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=!var(43)
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=12||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[90,230]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel))*(17+P2BodyDist X*fvar(8)/30)=[-80,0])||P2StateType!=A
Trigger1 = Random<var(59)*23

[State -1,GENROUZAN];幻朧斬
Type = ChangeState
value = 1400
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=!fvar(37)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[50,200]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=(ctrl||fvar(28))||StateNo=11||StateNo=11||StateNo=40||(StateNo=[100,101])||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
Trigger1 = (P2StateNo=[120,159])
Trigger1 = Random<var(59)*25
Trigger2 = P2StateType=C
Trigger2 = Random<var(59)*(2+(P2BodyDist X*fvar(8)<110)*7)

[State -1, 236S]
Type = ChangeState
value = 1000
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||StateNo=11||(StateNo=[100,101])||StateNo=40||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist>40
TriggerAll=P2BodyDist X*fvar(8)>50
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*17=[-80,0])||P2StateType!=A
Trigger1 = Random<var(59)*20

[State -1, jS]
Type = ChangeState
value = 620
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,611]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=Random<var(59)*160
TriggerAll=P2BodyDist X*fvar(8)=[-45,42]
Trigger1 = !InGuardDist
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-60,40])
Trigger1 = P2StateType=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20
Trigger2 = P2StateType!=A

[State -1, jH]
Type = ChangeState
value = 630
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,611]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
TriggerAll=Random<var(59)*160
TriggerAll=P2BodyDist X*fvar(8)=[-40,40]
Trigger1 = !InGuardDist
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-20,170])
Trigger1 = P2StateType=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*17)*18>-20
Trigger2 = P2StateType!=A

[State -3, AirDash]
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=Ctrl||StateNo=241
TriggerAll=!var(11)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=P2BodyDist X*fvar(8)>110||P2BodyDist Y*fvar(9)<-80||BackEdgeBodyDist<31
trigger1 = Random<var(59)*30
Value = 110

[State -3, AirBackdash]
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!inguarddist
TriggerAll=BackEdgeBodyDist>30
TriggerAll=Ctrl||StateNo=241
TriggerAll=!var(11)
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
Trigger1 = P2BodyDist X*fvar(8)=[-60,180]
trigger1 = Random<var(59)*24
Value = 115

[State -3, AirJump]
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=var(11)<2
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl
Trigger1 = vel Y>0
Trigger1 = P2BodyDist Y*fvar(9)=[-200,150]
trigger1 = Random<var(59)*12
Value = 99

[State -1, AirThrow]
Type = ChangeState
value = 850
TriggerAll=AILevel
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A	
TriggerAll=(ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-20,54]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
Trigger1 = Random<var(59)*30
Trigger2 = (PrevStateNo=[120,159])||(P2StateNo=[5200,5210])||(P2StateNo=[120,159])
Trigger2 = Random<var(59)*100
Trigger3 = var(59)>10

[State -1, jP]
Type = ChangeState
value = 600
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,620]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-15,50]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*4=[-70,50])
Trigger1 = Random<var(59)*37
Trigger1 = P2StateType=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4>-20
Trigger2 = P2StateType!=A

[State -1, jK]
Type = ChangeState
value = 610
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,611]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-9,55]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-9,200])
Trigger1 = Random<var(59)*29
Trigger1 = P2StateType=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7>-20
Trigger2 = P2StateType!=A

[State -1, jS]
Type = ChangeState
value = 620
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,611]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-90,42]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-60,40])
Trigger1 = Random<var(59)*16
Trigger1 = P2StateType=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*8>-20
Trigger2 = P2StateType!=A

[State -1, jH]
Type = ChangeState
value = 630
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,611]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-40,40+20]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-20,170])
Trigger1 = Random<var(59)*34
Trigger1 = P2StateType=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*17)*18>-20
Trigger2 = P2StateType!=A

[State -1, jD]
Type = ChangeState
value = 640
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||((StateNo=110||StateNo=115)&&Time>6)||(StateNo=99&&(PrevStateNo=[600,611]))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-40,45]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-10,110])
Trigger1 = Random<var(59)*12
Trigger1 = P2StateType=A
Trigger2 = Random<var(59)*100
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5>-20
Trigger2 = P2StateType!=A

[State -1, AirGiantShuriken]
Type = ChangeState
value = 3050
TriggerAll= AILevel && Alive
TriggerAll=(RoundState = 2)&&(Power>= 1000)
TriggerAll=fvar(38)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))
TriggerAll=!var(25)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-vel x*10+EnemyNear,vel x*10>80+(!var(48))*70
Trigger1 = (P2BodyDist Y*fvar(9)=[-20,250])
Trigger1 = Random<var(59)*15
Trigger1 = Pos Y<-120||var(48)

[State -1, Resshou]
Type = ChangeState
value = 1500
TriggerAll= AILevel && Alive
TriggerAll=(RoundState = 2)
TriggerAll=fvar(38)
TriggerAll=!fvar(37)
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))
TriggerAll=!var(25)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist>40
TriggerAll=P2BodyDist X*fvar(8)=[30,150]
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-70,120])
Trigger1 = Random<var(59)*5
