[Statedef -3]

[state -3, 1]
type = varset
trigger1 = statetype != A && Ctrl
v = 6
value = 0

[state -3, 2]
type = varset
trigger1 = statetype != A && Ctrl && stateno != 100
v = 9
value = 0

[state -3, 2]
type = varset
trigger1 = statetype != A && Ctrl
v = 11
value = 0

[State -3, 3]
type = ScreenBound
trigger1 = Var(9) = 1 && var(11) < 32 && stateno != 100
value = 0
movecamera = 0,0

[State -3, 4]
type = ScreenBound
trigger1 = Var(9) = 0 || (statetype = A && var(11) = 32 && stateno != 100)
value = 1
movecamera = 1,1

[state -3, 5]
type = varadd
trigger1 = var(9) = 1
v = 11
value = 1

[State -3]
Type = varset
Triggerall = var(58) = 0 && roundstate < 3
trigger1 = AILevel > 0
var(58) = 10
ignorehitpause = 1

[State -3]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000

[State -3]
type = helper
trigger1 = !numhelper(100000)
helpertype = normal
name = "AIconfig"
ID = 100000
stateno = 100000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(100000)
stateno != 100000
value = 100000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(58) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

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

[state -1]
type = AssertSpecial
trigger1 = var(58) > 0
trigger2 = Pos Y != 0
flag = NoWalk

[State -1, Disable the MUGEN A.I.'s default block/guard]
type = Assertspecial
triggerall = !IsHelper
triggerall = RoundState = 2
triggerall = Alive
triggerall = var(58) > 0
trigger1 = StateNo != [120,155]
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard

[State -3]
type=Varadd
trigger1=stateno = 45
var(51) = 1

[State -3]
type=Varset
trigger1=statetype != A
var(51) = 0

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = var(58) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,Ctrl = 0
TriggerAll = EnemyNear,NumProj = 0
TriggerAll = P2BodyDist X > 20
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear,Facing
Trigger2 = EnemyNear,Time >= 50
Trigger2 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,Anim = 5300

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = var(58) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 19
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
Trigger1 = 1

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = var(58) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
TriggerAll = (Random + GameTime) % 3 = 0
Trigger1 = Time % 10 = Time > 0

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = var(58) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear,StateNo = 5040
Trigger2 = EnemyNear,StateNo = 5210

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = var(58) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType = L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
Trigger1 = P2BodyDist X <= 80

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = var(58) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = EnemyNear,PrevStateNo != [120,159]
Trigger1 = P2BodyDist X <= 40

[State -1, ダッシュ]
Type = ChangeState
Value = 100
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateNo != 100
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateNo != [5040,5049]
TriggerAll = EnemyNear,StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,Ctrl = 0
TriggerAll = EnemyNear,NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = P2BodyDist X > 100
TriggerAll = P2Dist X >= 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear,Facing
Trigger2 = EnemyNear,Time >= 50
Trigger2 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,Anim = 5300

[State -1, ダッシュ]
Type = ChangeState
Value = 100
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 100
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X >= 20
Trigger1 = EnemyNear,StateType != A
Trigger1 = P2BodyDist X <= 100
Trigger2 = EnemyNear,StateType = A
Trigger2 = EnemyNear,StateNo = [5020,5079]
Trigger2 = EnemyNear,HitFall
Trigger2 = P2BodyDist X >= 120
Trigger3 = P2BodyDist X >= 100
Trigger3 = EnemyNear,StateNo = [50050,50053]
Trigger4 = EnemyNear,StateNo = [50500,50503]

[State -1, ダッシュ]
Type = ChangeState
Value = 100
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19
TriggerAll = P2Dist X >= 0
TriggerAll = Random % 3 = 0
Trigger1 = Time % 10 = Time > 0
Trigger1 = P2BodyDist X >= 40

[State -1, ダッシュ]
Type = ChangeState
Value = 18555
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = StateNo != 18555
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateNo != [5040,5049]
TriggerAll = EnemyNear,StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,Ctrl
TriggerAll = EnemyNear,NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = P2BodyDist X > 100
TriggerAll = P2Dist X >= 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear,Facing
Trigger2 = EnemyNear,Time >= 50
Trigger2 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,Anim = 5300

[State -1, ダッシュ]
Type = ChangeState
Value = 18555
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = StateNo != 18555
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X >= 20
Trigger1 = EnemyNear,StateType != A
Trigger1 = P2BodyDist X <= 100
Trigger2 = EnemyNear,StateType = A
Trigger2 = EnemyNear,StateNo = [5020,5079]
Trigger2 = EnemyNear,HitFall
Trigger2 = P2BodyDist X >= 120
Trigger3 = P2BodyDist X >= 100
Trigger3 = EnemyNear,StateNo = [50050,50053]
Trigger4 = EnemyNear,StateNo = [50500,50503]

[State -1, ダッシュ]
Type = ChangeState
Value = 18555
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = StateNo != 18555
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2Dist X >= 0
TriggerAll = Random % 3 = 0
Trigger1 = Time % 10 = Time > 0
Trigger1 = P2BodyDist X >= 40


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = p2bodydist y + 3*enemynear,vel y >= -55
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-3
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,45+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -35
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand medium Punch]
type = ChangeState
value = 201
triggerall = p2bodydist y + 9*enemynear,vel y >= -51
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-9
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,40+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -22
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 300 && MoveContact
trigger4 = stateno = 315 && MoveContact
trigger5 = stateno = 100

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = p2bodydist y + 7*enemynear,vel y >= -114
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-7
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,22+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 201 && MoveContact
trigger5 = stateno = 220 && MoveContact
trigger6 = stateno = 300 && MoveContact
trigger7 = stateno = 315 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Stand Short Kick]
type = ChangeState
value = 215
triggerall = p2bodydist y + 2*enemynear,vel y >= -52
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-2
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,41+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand Forward Kick]
type = ChangeState
value = 220
triggerall = p2bodydist y + 11*enemynear,vel y >= -81
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-11
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [23,81+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100


[State -1, Circle Kick]
type = ChangeState
value = 221
triggerall = p2bodydist y + 13*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-13
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,38+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100

[State -1, Stand Roundhouse Kick]
type = ChangeState
value = 225
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-16
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,44+16*(vel x+enemynear,vel x)]
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(100000),var(2)
triggerall = helper(100000),var(18) <= 0
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)

[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(100000),var(2)
triggerall = helper(100000),var(18) <= 0
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)




[State -1, Crouching Light Punch]
type = ChangeState
value = 300
triggerall = p2bodydist y + 2*enemynear,vel y >= -41
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-2
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100


[State -1, Crouching medium Punch]
type = ChangeState
value = 301
triggerall = p2bodydist y + 9*enemynear,vel y >= -41
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-9
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard Punch]
type = ChangeState
value = 305
triggerall = p2bodydist y + 6*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-6
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Crouching light kick]
type = ChangeState
value = 315
triggerall = p2bodydist y + 7*enemynear,vel y >= -42
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-7
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Crouching medium kick]
type = ChangeState
value = 320
triggerall = p2bodydist y + 8*enemynear,vel y >= -27
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-8
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 9*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-9
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-7,55+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;9

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 10*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-10
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [2,63+10*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;10

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 11*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-11
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [10,71+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;11

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 12*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-12
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [18,79+12*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;12

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 13*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-13
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [25,86+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;13

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 14*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-14
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [32,94+14*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;14

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 15*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-15
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [39,100+15*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;15

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 16*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-16
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [46,107+16*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;16

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 17*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-17
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [52,113+17*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;17

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 18*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-18
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [58,119+18*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;18

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 19*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-19
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [64,125+19*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;19

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 20*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-20
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [69,130+20*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;20

[State -1, Jump Light Punch]
type = ChangeState
value = 400
triggerall = p2bodydist y - 2*(vel y - enemynear,vel y) = [-59,42]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-2
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))


[State -1, Jump medium Punch]
type = ChangeState
value = 401
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-53,51]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-9
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,41+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact

[State -1, Jump hard Punch]
type = ChangeState
value = 405
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-102,69]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-5
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,34+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact


[State -1, Jump light kick]
type = ChangeState
value = 415
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-58,62]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-3
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact

[State -1, Jump medium kick]
type = ChangeState
value = 420
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-60,64]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-5
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,45+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 405 && MoveContact

[State -1, Jump hard kick]
type = ChangeState
value = 425
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-48,71]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-7
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [0,58+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact
trigger6 = stateno = 405 && MoveContact

[State -1, RR]
type = VarSet
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(100000),var(2)
triggerall = random <= 60*var(58)
triggerall = var(58) > 0 && roundstate = 2
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 10
value = 1

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 7*enemynear,vel y >= -106
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-7
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-17,22+7*(vel x+enemynear,vel x)]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;1

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 8*enemynear,vel y >= -128
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-8
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-11,28+8*(vel x+enemynear,vel x)]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;2

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 9*enemynear,vel y >= -136
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-9
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-7,32+9*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -26
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;3

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 10*enemynear,vel y >= -145
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-10
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-3,36+10*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -35
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;4

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 11*enemynear,vel y >= -152
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-11
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [1,40+11*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -42
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;5

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 12*enemynear,vel y >= -159
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-12
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [3,42+12*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;6

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 13*enemynear,vel y >= -165
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-13
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [5,44+13*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -55
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;7

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 14*enemynear,vel y >= -171
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-14
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [7,46+14*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -61
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;8

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -176
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-15
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [8,47+15*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -66
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;9

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -180
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-16
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [9,48+16*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -70
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;10

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 17*enemynear,vel y >= -180
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-17
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [10,49+17*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -70
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;11

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 18*enemynear,vel y >= -184
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-18
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [11,50+18*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;12

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 19*enemynear,vel y >= -187
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-19
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [12,51+19*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -77
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;13

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 9*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-9
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-27,70+9*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;1

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 10*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-10
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-17,80+10*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;2

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 11*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-11
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-7,90+11*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;3

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 12*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-12
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [7,100+12*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;4

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 13*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-13
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [17,110+13*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;5

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 14*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-14
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [27,120+14*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;6

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-15
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [37,130+15*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;7

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-16
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [47,140+16*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;8

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 17*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-17
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [57,150+17*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;9

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 18*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-18
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [67,160+18*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;10

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 19*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-19
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [77,170+19*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;11

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 20*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-20
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [87,180+20*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;12

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 21*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-21
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [97,190+21*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;13

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 22*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-22
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [107,200+22*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;14

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-23
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [117,210+23*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;14

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 24*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-24
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [127,220+24*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;15

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-25
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [137,230+25*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;16

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 26*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-26
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [147,240+26*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;17

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 27*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-27
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [157,250+27*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;18

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 28*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-28
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [167,260+28*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;19

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-29
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [177,270+29*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;120

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 30*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-30
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [187,280+30*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;121

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 31*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-31
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [193,286+31*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;122

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 32*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-32
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [199,292+32*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;123

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 33*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-33
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [205,298+33*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;124

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 34*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-34
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [211,304+34*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;125

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 35*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-35
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [213,306+35*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;126

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 36*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-36
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [215,308+36*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;127

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 37*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-37
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [217,310+37*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;129

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-29
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [36,395+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -56
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 34*enemynear,vel y >= -71
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-34
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [39,518+34*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 1250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y >= -261
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-23
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [4,240+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y >= -335
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-25
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-25,-12+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 28*enemynear,vel y >= -425
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-28
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-25,-12+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 30*enemynear,vel y >= -498
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-30
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-31,-6+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,butt_gun2]
type = ChangeState
value = 2300
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-15
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-39,77+15*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 14*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-14
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-10,65+14*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;14

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 15*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-15
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [6,81+15*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;15

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 16*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-16
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [24,97+16*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;16

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 17*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-17
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [40,113+17*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;17

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 18*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-18
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [56,129+18*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;18

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 19*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-19
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [72,145+19*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;19

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 20*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-20
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [98,161+20*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;20

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 21*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-21
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [114,175+21*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;21

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 22*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-22
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [128,191+22*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;22

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 23*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-23
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [144,207+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;23

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 24*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-24
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [160,223+24*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;24

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 25*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-20
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [176,239+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;25

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 26*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-26
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [192,255+26*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;26

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 27*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-27
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [208,271+27*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;27

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 28*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-28
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [224,287+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;28

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 29*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-29
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [240,303+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;29

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 30*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-30
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [256,319+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;30

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 31*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-31
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [272,335+31*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;31

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 32*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-32
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [288,351+32*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;32

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y = [-56,-45]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-29
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [28,391+29*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 33*enemynear,vel y = [-60,-38]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-33
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [31,432+33*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 31250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y = [-266,-79]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-23
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [14,250+23*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 31260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y = [-23,109]
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-25
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [23,195+25*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,megabeem]
type = ChangeState
value = 42000
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + enemynear,vel y >= -134
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(100000),var(2)
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-1,787]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,air megabeem]
type = ChangeState
value = 42650
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + enemynear,vel y = [-123,33]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(100000),var(2)
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [-4,784]
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(58) > 0 && roundstate=2
triggerall = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) || stateno = [0,20]
triggerall = helper(100000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(100000)&& helper(100000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != [100,107]

[State -1, FFwd]
type = ChangeState
value = 18565
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = p2bodydist y + 3*enemynear,vel y >= -55
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,45+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -35
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand medium Punch]
type = ChangeState
value = 201
triggerall = p2bodydist y + 9*enemynear,vel y >= -51
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,40+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -22
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 300 && MoveContact
trigger4 = stateno = 315 && MoveContact
trigger5 = stateno = 100

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = p2bodydist y + 7*enemynear,vel y >= -114
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,22+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 201 && MoveContact
trigger5 = stateno = 220 && MoveContact
trigger6 = stateno = 300 && MoveContact
trigger7 = stateno = 315 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Stand Short Kick]
type = ChangeState
value = 215
triggerall = p2bodydist y + 2*enemynear,vel y >= -52
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -2
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -3
triggerall = p2bodydist x = [0,41+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand Forward Kick]
type = ChangeState
value = 220
triggerall = p2bodydist y + 11*enemynear,vel y >= -81
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [23,81+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100


[State -1, Circle Kick]
type = ChangeState
value = 221
triggerall = p2bodydist y + 13*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,38+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100

[State -1, Stand Roundhouse Kick]
type = ChangeState
value = 225
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [0,44+16*(vel x+enemynear,vel x)]
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(100000),var(18) <= 0
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)

[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(100000),var(18) <= 0
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)




[State -1, Crouching Light Punch]
type = ChangeState
value = 300
triggerall = p2bodydist y + 2*enemynear,vel y >= -41
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -2
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -3
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100


[State -1, Crouching medium Punch]
type = ChangeState
value = 301
triggerall = p2bodydist y + 9*enemynear,vel y >= -41
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard Punch]
type = ChangeState
value = 305
triggerall = p2bodydist y + 6*enemynear,vel y >= -113
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Crouching light kick]
type = ChangeState
value = 315
triggerall = p2bodydist y + 7*enemynear,vel y >= -42
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Crouching medium kick]
type = ChangeState
value = 320
triggerall = p2bodydist y + 8*enemynear,vel y >= -27
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 9*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [-7,55+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;9

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 10*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [2,63+10*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;10

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 11*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [10,71+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;11

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 12*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [18,79+12*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;12

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 13*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [25,86+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;13

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 14*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [32,94+14*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;14

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 15*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [39,100+15*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;15

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 16*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [46,107+16*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;16

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 17*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [52,113+17*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;17

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 18*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [58,119+18*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;18

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 19*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [64,125+19*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;19

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 20*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [69,130+20*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;20

[State -1, Jump Light Punch]
type = ChangeState
value = 400
triggerall = p2bodydist y - 2*(vel y - enemynear,vel y) = [-59,42]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -2
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -3
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))


[State -1, Jump medium Punch]
type = ChangeState
value = 401
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-53,51]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,41+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact

[State -1, Jump hard Punch]
type = ChangeState
value = 405
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-102,69]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,34+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact


[State -1, Jump light kick]
type = ChangeState
value = 415
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-58,62]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact

[State -1, Jump medium kick]
type = ChangeState
value = 420
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-60,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,45+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 405 && MoveContact

[State -1, Jump hard kick]
type = ChangeState
value = 425
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-48,71]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,58+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact
trigger6 = stateno = 405 && MoveContact

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 7*enemynear,vel y >= -106
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [-17,22+7*(vel x+enemynear,vel x)]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;1

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 8*enemynear,vel y >= -128
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [-11,28+8*(vel x+enemynear,vel x)]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;2

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 9*enemynear,vel y >= -136
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [-7,32+9*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -26
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;3

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 10*enemynear,vel y >= -145
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [-3,36+10*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -35
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;4

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 11*enemynear,vel y >= -152
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [1,40+11*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -42
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;5

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 12*enemynear,vel y >= -159
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [3,42+12*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;6

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 13*enemynear,vel y >= -165
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [5,44+13*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -55
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;7

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 14*enemynear,vel y >= -171
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [7,46+14*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -61
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;8

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -176
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [8,47+15*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -66
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;9

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -180
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [9,48+16*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -70
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;10

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 17*enemynear,vel y >= -180
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [10,49+17*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -70
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;11

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 18*enemynear,vel y >= -184
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [11,50+18*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;12

[State -1, SUW]
type = ChangeState
value = 530
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 19*enemynear,vel y >= -187
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [12,51+19*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -77
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;13

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 9*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [-27,70+9*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;1

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 10*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [-17,80+10*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;2

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 11*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [-7,90+11*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;3

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 12*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [7,100+12*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;4

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 13*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [17,110+13*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;5

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 14*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [27,120+14*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;6

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [37,130+15*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;7

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [47,140+16*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;8

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 17*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [57,150+17*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;9

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 18*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [67,160+18*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;10

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 19*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [77,170+19*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;11

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 20*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [87,180+20*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;12

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 21*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [97,190+21*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;13

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 22*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -22
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -23
triggerall = p2bodydist x = [107,200+22*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;14

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -23
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -24
triggerall = p2bodydist x = [117,210+23*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;14

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 24*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -24
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -25
triggerall = p2bodydist x = [127,220+24*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;15

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -25
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -26
triggerall = p2bodydist x = [137,230+25*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;16

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 26*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x = [147,240+26*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;17

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 27*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -27
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -28
triggerall = p2bodydist x = [157,250+27*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;18

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 28*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -28
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -29
triggerall = p2bodydist x = [167,260+28*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;19

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -29
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -30
triggerall = p2bodydist x = [177,270+29*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;120

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 30*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -30
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -31
triggerall = p2bodydist x = [187,280+30*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;121

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 31*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x = [193,286+31*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;122

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 32*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -33
triggerall = p2bodydist x = [199,292+32*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;123

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 33*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -33
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -34
triggerall = p2bodydist x = [205,298+33*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;124

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 34*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -34
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -35
triggerall = p2bodydist x = [211,304+34*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;125

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 35*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -35
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -36
triggerall = p2bodydist x = [213,306+35*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;126

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 36*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -36
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -37
triggerall = p2bodydist x = [215,308+36*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;127

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 37*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -38
triggerall = p2bodydist x = [217,310+37*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;129

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -29
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -30
triggerall = p2bodydist x = [36,395+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -56
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 34*enemynear,vel y >= -71
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -34
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -35
triggerall = p2bodydist x = [39,518+34*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 1250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y >= -261
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -23
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -24
triggerall = p2bodydist x = [4,240+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y >= -335
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -25
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -26
triggerall = p2bodydist x = [-25,-12+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 28*enemynear,vel y >= -425
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -28
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -29
triggerall = p2bodydist x = [-25,-12+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 30*enemynear,vel y >= -498
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -30
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -31
triggerall = p2bodydist x = [-31,-6+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,butt_gun2]
type = ChangeState
value = 2300
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [-39,77+15*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 14*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [-10,65+14*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;14

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 15*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [6,81+15*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;15

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 16*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [24,97+16*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;16

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 17*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [40,113+17*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;17

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 18*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [56,129+18*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;18

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 19*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [72,145+19*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;19

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 20*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [98,161+20*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;20

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 21*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [114,175+21*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;21

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 22*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -22
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -23
triggerall = p2bodydist x = [128,191+22*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;22

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 23*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -23
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -24
triggerall = p2bodydist x = [144,207+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;23

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 24*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -24
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -25
triggerall = p2bodydist x = [160,223+24*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;24

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 25*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -25
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -26
triggerall = p2bodydist x = [176,239+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;25

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 26*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x = [192,255+26*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;26

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 27*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -27
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -28
triggerall = p2bodydist x = [208,271+27*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;27

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 28*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -28
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -29
triggerall = p2bodydist x = [224,287+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;28

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 29*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -29
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -30
triggerall = p2bodydist x = [240,303+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;29

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 30*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -30
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -31
triggerall = p2bodydist x = [256,319+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;30

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 31*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x = [272,335+31*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;31

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2bodydist y + 32*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -33
triggerall = p2bodydist x = [288,351+32*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;32

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y = [-56,-45]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < 29
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -30
triggerall = p2bodydist x = [28,391+29*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 33*enemynear,vel y = [-60,-38]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < 33
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -34
triggerall = p2bodydist x = [31,432+33*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 31250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y = [-266,-79]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < 23
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -24
triggerall = p2bodydist x = [14,250+23*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 31260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y = [-23,109]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < 25
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -26
triggerall = p2bodydist x = [23,195+25*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,megabeem]
type = ChangeState
value = 42000
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + enemynear,vel y >= -134
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < 0
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-1,787]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,air megabeem]
type = ChangeState
value = 42650
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + enemynear,vel y = [-123,33]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !EnemyNear,Ctrl && enemynear,animtime < 0
triggerall = !inguarddist || helper(100000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(58)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-4,784]
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != [100,107]

[State -1, FFwd]
type = ChangeState
value = 18565
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-55,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=4)*49)*var(58)
triggerall = p2bodydist x = [0,45+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -35
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand medium Punch]
type = ChangeState
value = 201
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-51,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=10)*49)*var(58)
triggerall = p2bodydist x = [0,40+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -22
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 300 && MoveContact
trigger4 = stateno = 315 && MoveContact
trigger5 = stateno = 100

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-114,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=8)*49)*var(58)
triggerall = p2bodydist x = [0,22+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 201 && MoveContact
trigger5 = stateno = 220 && MoveContact
trigger6 = stateno = 300 && MoveContact
trigger7 = stateno = 315 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Stand Short Kick]
type = ChangeState
value = 215
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + enemynear,gethitvar(yaccel)*2*3*0.5 = [-52,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 2
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=3)*49)*var(58)
triggerall = p2bodydist x = [0,41+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand Forward Kick]
type = ChangeState
value = 220
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-81,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=12)*49)*var(58)
triggerall = p2bodydist x = [23,81+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100


[State -1, Circle Kick]
type = ChangeState
value = 221
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-89,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=14)*49)*var(58)
triggerall = p2bodydist x = [0,38+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100

[State -1, Stand Roundhouse Kick]
type = ChangeState
value = 225
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=17)*49)*var(58)
triggerall = p2bodydist x = [0,44+16*(vel x+enemynear,vel x)]
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype = H && helper(100000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=1)*49)*var(58)
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)

[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype = H && helper(100000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=1)*49)*var(58)
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)




[State -1, Crouching Light Punch]
type = ChangeState
value = 300
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + enemynear,gethitvar(yaccel)*2*3*0.5 = [-41,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 2
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=3)*49)*var(58)
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100


[State -1, Crouching medium Punch]
type = ChangeState
value = 301
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-41,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=10)*49)*var(58)
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard Punch]
type = ChangeState
value = 305
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-113,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=7)*49)*var(58)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Crouching light kick]
type = ChangeState
value = 315
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-42,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=8)*49)*var(58)
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Crouching medium kick]
type = ChangeState
value = 320
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-27,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=9)*49)*var(58)
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=10)*49)*var(58)
triggerall = p2bodydist x = [-7,55+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;9

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=11)*49)*var(58)
triggerall = p2bodydist x = [2,63+10*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;10

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=11)*49)*var(58)
triggerall = p2bodydist x = [10,71+12*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;11

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=13)*49)*var(58)
triggerall = p2bodydist x = [18,79+12*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;12

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=14)*49)*var(58)
triggerall = p2bodydist x = [25,86+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;13

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=15)*49)*var(58)
triggerall = p2bodydist x = [32,94+14*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;14

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=16)*49)*var(58)
triggerall = p2bodydist x = [39,100+15*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;15

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=17)*49)*var(58)
triggerall = p2bodydist x = [46,107+16*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;16

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=18)*49)*var(58)
triggerall = p2bodydist x = [52,113+17*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;17

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=19)*49)*var(58)
triggerall = p2bodydist x = [58,119+18*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;18

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=20)*49)*var(58)
triggerall = p2bodydist x = [64,125+19*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;19

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=21)*49)*var(58)
triggerall = p2bodydist x = [69,130+20*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;20

[State -1, Jump Light Punch]
type = ChangeState
value = 400
triggerall = p2bodydist y - 2*(vel y - enemynear,vel y) = [-59,42]
triggerall = p2movetype = H && helper(100000),var(17) > 2
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=3)*49)*var(58)
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))


[State -1, Jump medium Punch]
type = ChangeState
value = 401
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-53,51]
triggerall = p2movetype = H && helper(100000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=10)*49)*var(58)
triggerall = p2bodydist x = [0,41+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact

[State -1, Jump hard Punch]
type = ChangeState
value = 405
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-102,69]
triggerall = p2movetype = H && helper(100000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=6)*49)*var(58)
triggerall = p2bodydist x = [0,34+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact


[State -1, Jump light kick]
type = ChangeState
value = 415
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-58,62]
triggerall = p2movetype = H && helper(100000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=4)*49)*var(58)
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact

[State -1, Jump medium kick]
type = ChangeState
value = 420
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-60,64]
triggerall = p2movetype = H && helper(100000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=6)*49)*var(58)
triggerall = p2bodydist x = [0,45+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 405 && MoveContact

[State -1, Jump hard kick]
type = ChangeState
value = 425
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-48,71]
triggerall = p2movetype = H && helper(100000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=8)*49)*var(58)
triggerall = p2bodydist x = [0,58+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact
trigger6 = stateno = 405 && MoveContact

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-106,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=8)*49)*var(58)
triggerall = p2bodydist x = [-17,22+7*(vel x+enemynear,vel x)]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;1

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-128,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=9)*49)*var(58)
triggerall = p2bodydist x = [-11,28+8*(vel x+enemynear,vel x)]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;2

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-136,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=10)*49)*var(58)
triggerall = p2bodydist x = [-7,32+9*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -26
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;3

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-145,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=11)*49)*var(58)
triggerall = p2bodydist x = [-3,36+10*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -35
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;4

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-152,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=12)*49)*var(58)
triggerall = p2bodydist x = [1,40+11*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -42
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;5

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-159,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=13)*49)*var(58)
triggerall = p2bodydist x = [3,42+12*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;6

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-165,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=14)*49)*var(58)
triggerall = p2bodydist x = [5,44+13*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -55
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;7

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 14*enemynear,vel y >= -171
triggerall = p2movetype = A && p2stateno=helper(100000),var(2) && enemynear,time < helper(100000),var(3)-14
triggerall = random <= 60*var(58)
triggerall = p2bodydist x = [7,46+14*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -61
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;8

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-176,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=16)*49)*var(58)
triggerall = p2bodydist x = [8,47+15*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -66
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;9

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-180,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=17)*49)*var(58)
triggerall = p2bodydist x = [9,48+16*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -70
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;10

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-180,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=18)*49)*var(58)
triggerall = p2bodydist x = [10,49+17*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -70
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;11

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-184,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=19)*49)*var(58)
triggerall = p2bodydist x = [11,50+18*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;12

[State -1, SUW]
type = ChangeState
value = 530
triggerll = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-187,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=20)*49)*var(58)
triggerall = p2bodydist x = [12,51+19*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -77
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;13

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=30)*49)*var(58)
triggerall = p2bodydist x = [-27,70+9*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;1

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=11)*49)*var(58)
triggerall = p2bodydist x = [-17,80+10*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;2

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=12)*49)*var(58)
triggerall = p2bodydist x = [-7,90+11*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;3

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=13)*49)*var(58)
triggerall = p2bodydist x = [7,100+12*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;4

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=14)*49)*var(58)
triggerall = p2bodydist x = [17,110+13*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;5

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=15)*49)*var(58)
triggerall = p2bodydist x = [27,120+14*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;6

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=16)*49)*var(58)
triggerall = p2bodydist x = [37,130+15*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;7

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=17)*49)*var(58)
triggerall = p2bodydist x = [47,140+16*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;8

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=18)*49)*var(58)
triggerall = p2bodydist x = [57,150+17*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;9

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=19)*49)*var(58)
triggerall = p2bodydist x = [67,160+18*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;10

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=20)*49)*var(58)
triggerall = p2bodydist x = [77,170+19*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;11

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=21)*49)*var(58)
triggerall = p2bodydist x = [87,180+20*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;12

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=22)*49)*var(58)
triggerall = p2bodydist x = [97,190+21*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;13

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + enemynear,gethitvar(yaccel)*22*23*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 22
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=23)*49)*var(58)
triggerall = p2bodydist x = [107,200+22*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;14

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=24)*49)*var(58)
triggerall = p2bodydist x = [117,210+23*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;14

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 24*enemynear,vel y + enemynear,gethitvar(yaccel)*24*25*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=25)*49)*var(58)
triggerall = p2bodydist x = [127,220+24*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;15

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 25*enemynear,vel y + enemynear,gethitvar(yaccel)*25*26*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 25
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=26)*49)*var(58)
triggerall = p2bodydist x = [137,230+25*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;16

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=27)*49)*var(58)
triggerall = p2bodydist x = [147,240+26*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;17

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 27*enemynear,vel y + enemynear,gethitvar(yaccel)*27*28*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 27
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=28)*49)*var(58)
triggerall = p2bodydist x = [157,250+27*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;18

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 28*enemynear,vel y + enemynear,gethitvar(yaccel)*28*29*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 28
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=29)*49)*var(58)
triggerall = p2bodydist x = [167,260+28*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;19

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 29
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=30)*49)*var(58)
triggerall = p2bodydist x = [177,270+29*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;120

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 30*enemynear,vel y + enemynear,gethitvar(yaccel)*30*31*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 30
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=31)*49)*var(58)
triggerall = p2bodydist x = [187,280+30*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;121

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=32)*49)*var(58)
triggerall = p2bodydist x = [193,286+31*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;122

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=33)*49)*var(58)
triggerall = p2bodydist x = [199,292+32*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;123

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 33*enemynear,vel y + enemynear,gethitvar(yaccel)*33*34*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 33
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=34)*49)*var(58)
triggerall = p2bodydist x = [205,298+33*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;124

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 34*enemynear,vel y + enemynear,gethitvar(yaccel)*34*35*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 34
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=35)*49)*var(58)
triggerall = p2bodydist x = [211,304+34*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;125

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 35*enemynear,vel y + enemynear,gethitvar(yaccel)*35*36*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 35
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=36)*49)*var(58)
triggerall = p2bodydist x = [213,306+35*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;126

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 36*enemynear,vel y + enemynear,gethitvar(yaccel)*36*37*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 36
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=37)*49)*var(58)
triggerall = p2bodydist x = [215,308+36*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;127

[State -1, FFA]
type = ChangeState
value = 535
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=38)*49)*var(58)
triggerall = p2bodydist x = [217,310+37*(vel x+enemynear,vel x)]
triggerall = var(6) != 1
triggerall = p2stateno != [120,159]
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 &&  AnimElem = 2, >= 0
trigger3 = stateno = 205 &&  AnimElem = 4, >= 0
trigger4 = stateno = 215 &&  AnimElem = 2, >= 0
trigger5 = stateno = 220 &&  AnimElem = 3, >= 0
trigger6 = stateno = 225 &&  AnimElem = 6, >= 0
trigger7 = stateno = 300 &&  AnimElem = 2, >= 0
trigger8 = stateno = 305 &&  AnimElem = 4, >= 0
trigger9 = stateno = 315 &&  AnimElem = 2, >= 0
trigger10 = stateno = 320 && AnimElem = 3, >= 0
trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;129

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-67,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 29
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=30)*49)*var(58)
triggerall = p2bodydist x = [36,395+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -56
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 34*enemynear,vel y + enemynear,gethitvar(yaccel)*34*35*0.5 = [-71,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 34
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=35)*49)*var(58)
triggerall = p2bodydist x = [39,518+34*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 1250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-261,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=24)*49)*var(58)
triggerall = p2bodydist x = [4,240+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 25*enemynear,vel y + enemynear,gethitvar(yaccel)*25*26*0.5 = [-335,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 25
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=26)*49)*var(58)
triggerall = p2bodydist x = [-25,-12+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 25*enemynear,vel y + enemynear,gethitvar(yaccel)*25*26*0.5 = [-425,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 25
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=26)*49)*var(58)
triggerall = p2bodydist x = [-25,-12+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 30*enemynear,vel y + enemynear,gethitvar(yaccel)*30*31*0.5 = [-498,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 30
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=31)*49)*var(58)
triggerall = p2bodydist x = [-31,-6+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,butt_gun2]
type = ChangeState
value = 2300
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=16)*49)*var(58)
triggerall = p2bodydist x = [-39,77+15*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=15)*49)*var(58)
triggerall = p2bodydist x = [-10,65+14*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;14

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=16)*49)*var(58)
triggerall = p2bodydist x = [6,81+15*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;15

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=17)*49)*var(58)
triggerall = p2bodydist x = [24,97+16*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;16

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=18)*49)*var(58)
triggerall = p2bodydist x = [40,113+17*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;17

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=19)*49)*var(58)
triggerall = p2bodydist x = [56,129+18*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;18

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=20)*49)*var(58)
triggerall = p2bodydist x = [72,145+19*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;19

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=21)*49)*var(58)
triggerall = p2bodydist x = [98,161+20*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;20

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=22)*49)*var(58)
triggerall = p2bodydist x = [114,175+21*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;21

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + enemynear,gethitvar(yaccel)*22*23*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 22
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=23)*49)*var(58)
triggerall = p2bodydist x = [128,191+22*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;22

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=24)*49)*var(58)
triggerall = p2bodydist x = [144,207+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;23

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 24*enemynear,vel y + enemynear,gethitvar(yaccel)*24*25*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=25)*49)*var(58)
triggerall = p2bodydist x = [160,223+24*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;24

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 25*enemynear,vel y + enemynear,gethitvar(yaccel)*25*26*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 25
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=26)*49)*var(58)
triggerall = p2bodydist x = [176,239+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;25

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=27)*49)*var(58)
triggerall = p2bodydist x = [192,255+26*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;26

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 27*enemynear,vel y + enemynear,gethitvar(yaccel)*27*28*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 27
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=28)*49)*var(58)
triggerall = p2bodydist x = [208,271+27*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;27

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 24*enemynear,vel y + enemynear,gethitvar(yaccel)*24*25*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=25)*49)*var(58)
triggerall = p2bodydist x = [224,287+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;28

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 29
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=30)*49)*var(58)
triggerall = p2bodydist x = [240,303+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;29

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 30*enemynear,vel y + enemynear,gethitvar(yaccel)*30*31*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 30
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=31)*49)*var(58)
triggerall = p2bodydist x = [256,319+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;30

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=32)*49)*var(58)
triggerall = p2bodydist x = [272,335+31*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;31

[State -1, Super Combo]
type = ChangeState
value = 3499
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = power>1000
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(100000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=33)*49)*var(58)
triggerall = p2bodydist x = [288,351+32*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -24
triggerall = var(1) != 1
trigger1 = (Statetype != A) && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 3200) && movecontact
trigger10 = (stateno = 500) && movecontact
trigger11 = (stateno = 501) && movecontact
trigger12 = (stateno = 502) && movecontact ;32

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-56,-45]
triggerall = p2movetype = H && helper(100000),var(17) > 29
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=30)*49)*var(58)
triggerall = p2bodydist x = [28,391+29*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 33*enemynear,vel y + enemynear,gethitvar(yaccel)*33*34*0.5 = [-60,-38]
triggerall = p2movetype = H && helper(100000),var(17) > 33
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=34)*49)*var(58)
triggerall = p2bodydist x = [31,432+33*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 31250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-266,-79]
triggerall = p2movetype = H && helper(100000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=24)*49)*var(58)
triggerall = p2bodydist x = [14,250+23*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 31260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2statetype != A || p2bodydist y + 25*enemynear,vel y + enemynear,gethitvar(yaccel)*25*26*0.5 = [-23,109]
triggerall = p2movetype = H && helper(100000),var(17) > 25
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=26)*49)*var(58)
triggerall = p2bodydist x = [23,195+25*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,megabeem]
type = ChangeState
value = 42000
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + enemynear,vel y >= -134
triggerall = p2movetype = H && helper(100000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=1)*49)*var(58)
triggerall = p2bodydist x = [-1,787]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,air megabeem]
type = ChangeState
value = 42650
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + enemynear,vel y = [-123,33]
triggerall = p2movetype = H && helper(100000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(100000),var(17)=1)*49)*var(58)
triggerall = p2bodydist x = [-4,784]
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

;Throw
[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(58)
triggerall = helper(100000),var(18) <= 0
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)

[State -1, T]
type = ChangeState
value = 249
triggerall = p2statetype != A || p2bodydist y = [-68,0]
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(58)
triggerall = helper(100000),var(18) <= 0
triggerall = p2bodydist x = [0,15]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != 100
trigger1 = p2bodydist X < 7 && p2movetype != H
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2bodydist X < 10 && p2movetype != H
trigger2 = (p2Statetype != A) || (p2Statetype != A)

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != [100,107]

[State -1, FFwd]
type = ChangeState
value = 18565
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = p2bodydist y + 3*enemynear,vel y >= -55
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 33*var(58)
triggerall = p2bodydist x = [0,45+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -35
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand medium Punch]
type = ChangeState
value = 201
triggerall = p2bodydist y + 9*enemynear,vel y >= -51
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(58)
triggerall = p2bodydist x = [0,40+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(100000) || helper(100000),var(16) <= -22
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 300 && MoveContact
trigger4 = stateno = 315 && MoveContact
trigger5 = stateno = 100

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = p2bodydist y + 7*enemynear,vel y >= -114
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(58)
triggerall = p2bodydist x = [0,22+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 201 && MoveContact
trigger5 = stateno = 220 && MoveContact
trigger6 = stateno = 300 && MoveContact
trigger7 = stateno = 315 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Stand Short Kick]
type = ChangeState
value = 215
triggerall = p2bodydist y + 2*enemynear,vel y >= -52
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 35*var(58)
triggerall = p2bodydist x = [0,41+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Stand Forward Kick]
type = ChangeState
value = 220
triggerall = p2bodydist y + 11*enemynear,vel y >= -81
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(58)
triggerall = p2bodydist x = [23,81+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100


[State -1, Circle Kick]
type = ChangeState
value = 221
triggerall = p2bodydist y + 13*enemynear,vel y >= -89
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(58)
triggerall = p2bodydist x = [0,38+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100

[State -1, Stand Roundhouse Kick]
type = ChangeState
value = 225
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 16*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)
triggerall = p2bodydist x = [0,44+16*(vel x+enemynear,vel x)]
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Crouching Light Punch]
type = ChangeState
value = 300
triggerall = p2bodydist y + 2*enemynear,vel y >= -41
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 38*var(58)
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100


[State -1, Crouching medium Punch]
type = ChangeState
value = 301
triggerall = p2bodydist y + 9*enemynear,vel y >= -41
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(58)|| p2statetype = A && random <= 30*var(58)
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard Punch]
type = ChangeState
value = 305
triggerall = p2bodydist y + 6*enemynear,vel y >= -113
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(58)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100


[State -1, Crouching light kick]
type = ChangeState
value = 315
triggerall = p2bodydist y + 7*enemynear,vel y >= -42
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(58)|| p2statetype = A && random <= 40*var(58)
triggerall = p2bodydist x = [0,64+7*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 100

[State -1, Crouching medium kick]
type = ChangeState
value = 320
triggerall = p2bodydist y + 8*enemynear,vel y >= -27
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(58)|| p2statetype = A && random <= 31*var(58)
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 100

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 9*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [-7,55+9*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;9

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 10*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [2,63+10*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;10

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 11*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [10,71+11*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;11

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 12*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [18,79+12*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;12

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 13*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [25,86+13*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;13

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 14*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [32,94+14*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;14

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 15*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [39,100+15*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;15

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 16*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [46,107+16*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;16

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 17*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [52,113+17*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;17

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 18*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [58,119+18*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;18

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 19*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [64,125+19*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;19

[State -1, Crouching hard kick]
type = ChangeState
value = 325
triggerall = p2bodydist y + 20*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(58)|| p2statetype = A && random <= 20*var(58)
triggerall = p2bodydist x = [69,130+20*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = Statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 200 && MoveContact
trigger3 = stateno = 215 && MoveContact
trigger4 = stateno = 300 && MoveContact
trigger5 = stateno = 315 && MoveContact
trigger6 = stateno = 201 && MoveContact
trigger7 = stateno = 220 && MoveContact
trigger8 = stateno = 301 && MoveContact
trigger9 = stateno = 320 && MoveContact
trigger10 = stateno = 100 ;20

[State -1, Jump Light Punch]
type = ChangeState
value = 400
triggerall = p2bodydist y - 2*(vel y - enemynear,vel y) = [-59,42]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(58)
triggerall = p2bodydist x = [0,56+2*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))


[State -1, Jump medium Punch]
type = ChangeState
value = 401
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-53,51]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(58)
triggerall = p2bodydist x = [0,41+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact

[State -1, Jump hard Punch]
type = ChangeState
value = 405
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-102,69]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(58)
triggerall = p2bodydist x = [0,34+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact


[State -1, Jump light kick]
type = ChangeState
value = 415
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-58,62]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 28*var(58)
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact

[State -1, Jump medium kick]
type = ChangeState
value = 420
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-60,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(58)
triggerall = p2bodydist x = [0,45+5*(vel x+enemynear,vel x)]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A  && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 405 && MoveContact

[State -1, Jump hard kick]
type = ChangeState
value = 425
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-48,71]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(58)
triggerall = p2bodydist x = [0,58+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 415 && MoveContact
trigger4 = stateno = 401 && MoveContact
trigger5 = stateno = 420 && MoveContact
trigger6 = stateno = 405 && MoveContact

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(58)
triggerall = p2bodydist x = [36,395+29*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -56
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 1200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 34*enemynear,vel y >= -71
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(58)
triggerall = p2bodydist x = [39,518+34*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -49
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 1250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y >= -261
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(58)
triggerall = p2bodydist x = [4,240+23*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -74
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y >= -335
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(58)
triggerall = p2bodydist x = [-25,-12+25*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 28*enemynear,vel y >= -425
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(58)
triggerall = p2bodydist x = [-25,-12+28*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 1260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 30*enemynear,vel y >= -498
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(58)
triggerall = p2bodydist x = [-31,-6+30*(vel x+enemynear,vel x)]
trigger1 = !numhelper(100000) || helper(100000),var(16) <= -100
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,butt_gun2]
type = ChangeState
value = 2300
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 15*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(58)
triggerall = p2bodydist x = [-39,77+15*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 29*enemynear,vel y = [-56,-45]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(58)
triggerall = p2bodydist x = [28,391+29*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem1]
type = ChangeState
value = 31200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 33*enemynear,vel y = [-60,-38]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(58)
triggerall = p2bodydist x = [31,432+33*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem2]
type = ChangeState
value = 31250
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 23*enemynear,vel y = [-266,-79]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(58)
triggerall = p2bodydist x = [14,250+23*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,beem3]
type = ChangeState
value = 31260
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y + 25*enemynear,vel y = [-23,109]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(58)
triggerall = p2bodydist x = [23,195+25*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

;Move and other
[State -1, ジャンプ];投げ回避
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != A
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
;TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,Ctrl || (p2stateno = [9,19]) || (p2stateno = [120,149]) || (p2stateno = [100,106])
TriggerAll = EnemyNear,NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X >= 0
TriggerAll = Random % 3 = 0
Trigger1 = Facing != EnemyNear,Facing
Trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT

[State -1, ジャンプ];飛び道具回避
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
;TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2BodyDist X >= 100
TriggerAll = P2Dist X >= 0
TriggerAll = Random % 3 = 0
TriggerAll = PrevStateNo != [5000,5299]
TriggerAll = PrevStateNo != [150,159]
TriggerAll = PlayerIDExist(Var(48))
TriggerAll = PlayerID(Var(48)),Pos Y >= -50
Trigger1 = ((Facing * (PlayerID(Var(48)),Pos X - Pos X)) + (PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X)) = [60,80]
Trigger1 = Facing * PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X * -1 > 0
Trigger1 = PlayerID(Var(48)),Vel Y >= 0
Trigger2 = PlayerID(Var(48)),Time >= 80
Trigger2 = ((Facing * (PlayerID(Var(48)),Pos X - Pos X)) + (PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X)) >= 80
Trigger2 = PlayerID(Var(48)),Vel Y >= 0

[State -1, ジャンプ]
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateNo != [5040,5049]
TriggerAll = EnemyNear,StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2BodyDist X > 100 || Facing != EnemyNear,Facing
TriggerAll = P2Dist X >= 0
TriggerAll = Random % 3 < 2
TriggerAll = Time >= 30 || EnemyNear,Time >= 30 || PrevStateNo != [5000,5299]
Trigger1 = Time >= 30 || EnemyNear,Time >= 30 || PrevStateNo != [150,159]

[State -1, ジャンプ];壁際
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType = L
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = Var(42) <= 80
TriggerAll = P2Dist X >= 0
Trigger1 = P2BodyDist X <= 60
Trigger1 = EnemyNear,StateNo != [50300,50303]

[State -1, ジャンプ]
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType = L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X <= 60
Trigger1 = EnemyNear,AnimTime = [-39,-37]
Trigger2 = EnemyNear,AnimTime = [-2,-1]

[State -1, ジャンプ];空中相手
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType = A
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,StateNo != [5040,5049]
TriggerAll = EnemyNear,StateNo != [50300,50303]
TriggerAll = EnemyNear,StateNo != [50500,50503]
TriggerAll = P2Dist X >= 0
TriggerAll = EnemyNear,Vel Y >= 0
Trigger1 = EnemyNear,StateNo != [50050,50053]
Trigger1 = EnemyNear,Pos Y = [-120,-50]

[State -1, ジャンプ]
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = MoveContact
Trigger1 = MoveHit
Trigger1 = StateNo = 430
Trigger2 = MoveGuarded
Trigger2 = StateNo = 430
Trigger2 = random % 10 < 8 || EnemyNear,StateType = A
Trigger3 = StateNo = 225
Trigger3 = AnimElem = 15, > 0
Trigger3 = MoveHit
Trigger4 = StateNo = 225
Trigger4 = AnimElem = 15, > 0
Trigger4 = MoveGuarded

[State -1, ジャンプ]
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = MoveContact
Trigger1 = StateNo = 430
Trigger2 = StateNo = 225
Trigger2 = AnimElem = 15, > 0

[State -1, ジャンプ]
Type = ChangeState
Value = 41
triggerall = var(58) > 0 && roundstate = 2
triggerall = random < ((AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear,Time >= 30 || EnemyNear,PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear,Time >= 30 || EnemyNear,PrevStateNo != [5000,5299]
TriggerAll = P2Dist X >= 0
Trigger1 = P2Dist X = [120,140]
Trigger1 = EnemyNear,Vel X = [-1,1]
Trigger1 = Random % 3 = 0
Trigger2 = Time >= 50 || EnemyNear,Time >= 50 || Var(50) % 10 < 5
Trigger2 = Random % 20 < 1

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-80,80]
TriggerAll = EnemyNear,Time + EnemyNear,AnimTime < 0
TriggerAll = !EnemyNear,HitDefAttr = SC, NT
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = StateNo = 50 && Time >= 8
Trigger2 = StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155 || StateNo = 5210

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
TriggerAll = StateNo = 50
TriggerAll = Time = 34
triggerall = p2bodydist x <= 0 || random%2 = 0
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateNo = 5110
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -20

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = MoveType != H

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y <= -10
Trigger1 = Vel Y >= -1
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist Y <= -10
Trigger2 = Vel Y >= -1
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist Y <= 35
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist Y <= 35

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType = A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
trigger1 = enemynear,gethitvar(fall.recover) = 1 || p2bodydist y > 0

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType = A
triggerall = enemynear,gethitvar(fall.recover) = 1 || p2bodydist y > 0
Triggerall = MoveType != H
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = StateNo = [600,650]
Trigger1 = movehit

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(58) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateType != L
Trigger1 = StateNo = 50 && Time >= 8
Trigger1 = MoveType != H
Trigger2 = P2StateType != L
Trigger2 = StateNo = 110 || StateNo = 115 || StateNo = 5210
Trigger2 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) || MoveType != H
Trigger3 = P2StateType != L
Trigger3 = StateNo = 1350
Trigger3 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist X = [-30,-20]
Trigger4 = P2BodyDist Y = [10,30]
Trigger4 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) || MoveType != H

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype != A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])) && stateno != [100,107]

[State -1, FFwd]
type = ChangeState
value = 18565
triggerall = var(58) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(58) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = A && (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,butt_gun1]
type = ChangeState
value = 2200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,butt_gun3]
type = ChangeState
value = 2400
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = statetype != A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1]
type = ChangeState
value = 8200
triggerall = numhelper(8302) <= 0
triggerall = numhelper(23113) <= 0
triggerall = numhelper(33113) <= 0
triggerall = numhelper(43113) <= 0
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y > 0
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = stateno != 23000
triggerall = stateno != 33000
triggerall = stateno != 33500
triggerall = statetype != A
triggerall = numhelper(8200) = 0
triggerall = numhelper(23000) = 0
triggerall = numhelper(33000) = 0
triggerall = numhelper(33500) = 0
trigger1 = statetype != A && power >= 2000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,air_butt_gun1]
type = ChangeState
value = 12200
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,air_butt_gun2]
type = ChangeState
value = 12300
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1,air_butt_gun3]
type = ChangeState
value = 12400
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = statetype = A
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))

[State -1, call young Kimba 1]
type = ChangeState
value = 23000
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y > 0
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = stateno != 33000
triggerall = stateno != 33500
triggerall = stateno != 23000
triggerall = stateno != 8200
triggerall = statetype != A
triggerall = numhelper(23000) = 0
triggerall = numhelper(33000) = 0
triggerall = numhelper(33500) = 0
triggerall = numhelper(8200) = 0
triggerall = numhelper(8302) <= 0
triggerall = numhelper(23113) <= 0
triggerall = numhelper(33113) <= 0
triggerall = numhelper(43113) <= 0
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = var(51) = 1
trigger3 = (HitdefAttr = SCA, NA) && (MoveContact)

[State -1, call young Kimba 2]
type = ChangeState
value = 33000
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y > 0
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = stateno != 23000
triggerall = stateno != 33500
triggerall = stateno != 33000
triggerall = stateno != 8200
triggerall = statetype != A
triggerall = numhelper(33000) = 0
triggerall = numhelper(23000) = 0
triggerall = numhelper(33500) = 0
triggerall = numhelper(8200) = 0
triggerall = numhelper(8302) <= 0
triggerall = numhelper(23113) <= 0
triggerall = numhelper(33113) <= 0
triggerall = numhelper(43113) <= 0
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = var(51) = 1
trigger3 = (HitdefAttr = SCA, NA) && (MoveContact)

[State -1, call young Kimba 3]
type = ChangeState
value = 33500
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y > 0
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = stateno != 23000
triggerall = stateno != 33000
triggerall = stateno != 33500
triggerall = stateno != 8200
triggerall = statetype != A
triggerall = numhelper(33500) = 0
triggerall = numhelper(23000) = 0
triggerall = numhelper(33000) = 0
triggerall = numhelper(8200) = 0
triggerall = numhelper(8302) <= 0
triggerall = numhelper(23113) <= 0
triggerall = numhelper(33113) <= 0
triggerall = numhelper(43113) <= 0
triggerall = numhelper(40114) <= 0
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))
trigger2 = var(51) = 1
trigger3 = (HitdefAttr = SCA, NA) && (MoveContact)

[State -1,hyper_butt_gun]
type = ChangeState
value = 42400
triggerall = p2stateno != [120,159]
triggerall = var(58) > 0 && roundstate = 2 && (random < var(50)*1.1)
triggerall = p2bodydist y > 0
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(58) && stateno != [100,102]
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = (Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149]))