[Statedef -3]

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 8100, 0

[State 8510, Explode]
type = Explod
trigger1 = Stateno = 52 && time = 1
trigger2 = Stateno = 240 && animelem = 8
trigger3 = Stateno = 1102 && time = 1
trigger4 = Stateno = 1112 && time = 1
trigger5 = Stateno = 1122 && time = 1
trigger6 = Stateno = 106 && time = 1
trigger7 = Stateno = 352 && AnimElemTime(2) = 1
anim = 8510
ID = 8510
postype = P1
pos = 0,4
sprpriority = -1
ownpal = 1
scale = 1.2, 1.2

[State -3, 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,1
channel = 0
ignorehitpause = 1
volume = 255

[State -3, 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,2
channel = 0
ignorehitpause = 1
volume = 255

[State -3, 3]
type = PlaySnd
trigger1 = Time = 3
trigger1 = anim = 9108107
value = 33, 4

[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = AILevel > 0
var(59) = 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(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

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

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

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

[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(59) > 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(59) > 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(59) > 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(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
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(59) > 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(59) > 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

;Counter
[State -1, X]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, 3X]
type = ChangeState
value = 201
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -72
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -109
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-40,34+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [29,138+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, A]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -33
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)

[State -1, B]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -61
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [19,63+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, B]
type = ChangeState
value = 241
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-26,18]
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, C]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -107
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [21,61+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, C]
type = ChangeState
value = 251
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -97
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,20]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, X agachado]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -47
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,134+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, A agachado]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -24
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, B agachado]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 19*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+19*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, C agachado]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -49
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-8,110+11*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, X]
type = ChangeState
value = 600
triggerall = p2bodydist y - 12*(vel y - enemynear,vel y) = [-56,86]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = pos Y+12*vel y+const(movement.yaccel)*12*13*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4

[State -1, Y]
type = ChangeState
value = 610
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-84,151]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,78+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Z]
type = ChangeState
value = 620
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-54,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, A]
type = ChangeState
value = 630
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-65,115]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-3,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, B]
type = ChangeState
value = 640
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,103]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-27,22+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, C]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-71,134]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,62+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 23
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 23
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [56,147+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1001
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [114,204+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1002
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [179,269+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 55*enemynear,vel y >= -158
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-55
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,158+55*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-51,83+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 34*enemynear,vel y >= -126
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-34
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,150+34*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno < 3000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1101
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 14*enemynear,vel y >= -73
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,98+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 37*enemynear,vel y >= -98
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-405,307+37*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,415+26*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 2000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)
trigger3 = stateno = 3100

[State -1, Hyper2]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 55*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-55
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [23,364]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
triggerall = power >= 1000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)

[State -1, Hyper3]
type = ChangeState
value = 3200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 29*enemynear,vel y >= -98
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-29
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [35,393+29*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 3000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)

[State -1, Hyper4]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 38*enemynear,vel y >= -148
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-38
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,300]
triggerall = random < var(50)*1.1
triggerall = power >= 1000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger3 = stateno = 3100

;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
triggerall = random < var(50)*1.1
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

;Chance
[State -1, X]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, 3X]
type = ChangeState
value = 201
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -72
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -109
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [-40,34+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -87
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x = [29,138+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,28]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, A]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -33
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)

[State -1, B]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -61
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [19,63+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, B]
type = ChangeState
value = 241
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [-26,18]
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, C]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -107
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [21,61+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, C]
type = ChangeState
value = 251
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -97
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,20]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, X agachado]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,58+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -47
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,134+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, A agachado]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -24
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, B agachado]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 19*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [0,64+19*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, C agachado]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -49
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [-8,110+11*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, X]
type = ChangeState
value = 600
triggerall = p2bodydist y - 12*(vel y - enemynear,vel y) = [-56,86]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = pos Y+12*vel y+const(movement.yaccel)*12*13*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4

[State -1, Y]
type = ChangeState
value = 610
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-84,151]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,78+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Z]
type = ChangeState
value = 620
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-54,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [0,66+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, A]
type = ChangeState
value = 630
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-65,115]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [-3,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, B]
type = ChangeState
value = 640
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,103]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [-27,22+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, C]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-71,134]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,62+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 23
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 23
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x = [56,147+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1001
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x = [114,204+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1002
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x = [179,269+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 55*enemynear,vel y >= -158
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -55
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -56
triggerall = p2bodydist x = [0,158+55*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [-51,83+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 34*enemynear,vel y >= -126
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -34
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -35
triggerall = p2bodydist x = [0,150+34*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno < 3000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1101
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 14*enemynear,vel y >= -73
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [0,98+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 37*enemynear,vel y >= -98
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -38
triggerall = p2bodydist x = [-405,307+37*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x = [0,415+26*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 2000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)
trigger3 = stateno = 3100

[State -1, Hyper2]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 55*enemynear,vel y >= -87
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -55
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -56
triggerall = p2bodydist x = [23,364]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
triggerall = power >= 1000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)

[State -1, Hyper3]
type = ChangeState
value = 3200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 29*enemynear,vel y >= -98
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -29
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -30
triggerall = p2bodydist x = [35,393+29*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 3000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)

[State -1, Hyper4]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 38*enemynear,vel y >= -148
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -38
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -39
triggerall = random < var(50)*1.1
triggerall = p2bodydist x = [0,300]
triggerall = power >= 1000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger3 = stateno = 3100

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

;Combo
[State -1, X]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, 3X]
type = ChangeState
value = 201
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-72,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-109,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [-40,34+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=27)*49)*var(59)
triggerall = p2bodydist x = [29,138+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,28]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, A]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-33,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)

[State -1, B]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-61,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [19,63+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, B]
type = ChangeState
value = 241
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [-26,18]
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, C]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-107,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [21,61+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, C]
type = ChangeState
value = 251
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-97,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,20]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, X agachado]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,58+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-47,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,134+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, A agachado]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-24,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, B agachado]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [0,64+19*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, C agachado]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-49,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [-8,110+11*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, X]
type = ChangeState
value = 600
triggerall = p2bodydist y - 12*(vel y - enemynear,vel y) = [-56,86]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = pos Y+12*vel y+const(movement.yaccel)*12*13*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4

[State -1, Y]
type = ChangeState
value = 610
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-84,151]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,78+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Z]
type = ChangeState
value = 620
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-54,118]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,66+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, A]
type = ChangeState
value = 630
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-65,115]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [-3,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, B]
type = ChangeState
value = 640
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,103]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [-27,22+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, C]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-71,134]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [56,147+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1001
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [114,204+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1002
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [179,269+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 55*enemynear,vel y + enemynear,gethitvar(yaccel)*55*56*0.5 = [-158,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 55
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=56)*49)*var(59)
triggerall = p2bodydist x = [0,158+55*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-89,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [-51,83+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 34*enemynear,vel y + enemynear,gethitvar(yaccel)*34*35*0.5 = [-126,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 34
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=35)*49)*var(59)
triggerall = p2bodydist x = [0,150+34*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno < 3000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1101
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-73,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,98+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-98,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [-405,307+37*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-89,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=75)*49)*var(59)
triggerall = p2bodydist x = [0,415+26*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 2000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)
trigger3 = stateno = 3100

[State -1, Hyper2]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 55*enemynear,vel y + enemynear,gethitvar(yaccel)*55*56*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 55
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=56)*49)*var(59)
triggerall = p2bodydist x = [23,364]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
triggerall = power >= 1000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)

[State -1, Hyper3]
type = ChangeState
value = 3200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-98,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 29
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=30)*49)*var(59)
triggerall = p2bodydist x = [35,393+29*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 3000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA, SA, HA) && (MoveContact)

[State -1, Hyper4]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 38*enemynear,vel y + enemynear,gethitvar(yaccel)*38*39*0.5 = [-148,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 38
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=39)*49)*var(59)
triggerall = p2bodydist x = [0,300]
triggerall = random < var(50)*1.1
triggerall = power >= 1000 
triggerall = p2stateno != [120,159]
trigger1 = Statetype != A && ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger3 = stateno = 3100

;Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,62+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 23
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 23
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

;Fight
[State -1, X]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, 3X]
type = ChangeState
value = 201
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -72
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -109
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [-40,34+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -87
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [29,138+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Z]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,28]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, A]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -33
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)

[State -1, B]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -61
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2bodydist x = [19,63+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, B]
type = ChangeState
value = 241
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [-26,18]
triggerall = random < var(50)*1.1
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)

[State -1, C]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -107
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [21,61+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, C]
type = ChangeState
value = 251
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -97
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,20]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, X agachado]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 35*var(59)
triggerall = p2bodydist x = [0,58+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -47
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,134+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, A agachado]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -24
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, B agachado]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 19*enemynear,vel y >= -105
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,64+19*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, C agachado]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -49
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [-8,110+11*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, X]
type = ChangeState
value = 600
triggerall = p2bodydist y - 12*(vel y - enemynear,vel y) = [-56,86]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = pos Y+12*vel y+const(movement.yaccel)*12*13*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4

[State -1, Y]
type = ChangeState
value = 610
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-84,151]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,78+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Z]
type = ChangeState
value = 620
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-54,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,66+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, A]
type = ChangeState
value = 630
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-65,115]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 28*var(59)
triggerall = p2bodydist x = [-3,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, B]
type = ChangeState
value = 640
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,103]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [-27,22+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, C]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-71,134]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [56,147+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1001
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [114,204+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1002
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [179,269+31*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 55*enemynear,vel y >= -158
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 2*var(59)
triggerall = p2bodydist x = [0,158+55*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 4*var(59)
triggerall = p2bodydist x = [-51,83+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 34*enemynear,vel y >= -126
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 3*var(59)
triggerall = p2bodydist x = [0,150+34*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = stateno < 3000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special1]
type = ChangeState
value = 1101
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 14*enemynear,vel y >= -73
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,98+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

[State -1, Special2]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = NumHelper(1050) = 0
triggerall = p2bodydist y + 37*enemynear,vel y >= -98
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 3*var(59)
triggerall = p2bodydist x = [-405,307+37*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = random < var(50)*1.1
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)

;Move and other
[State -1, Jump]
type = ChangeState
value = 41
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = H || p2bodydist x > 120 || random%5=0 && p2bodydist x = [40,100]
triggerall = p2statetype != L || p2bodydist x > 100 || p2stateno = 5120 && enemynear,animtime = [-41,-30]
triggerall = p2movetype != H || p2statetype = A || p2stateno = [120,159]
triggerall = (!inguarddist || !ctrl) && random <= (20+40*(p2movetype = H))*var(59)
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype = S

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 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(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
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(59) > 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(59) > 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(59) > 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(59) > 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(59) > 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 || MoveType != H
Trigger3 = P2StateType != L
Trigger3 = StateNo = 1350
Trigger3 = Ctrl
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist X = [-30,-20]
Trigger4 = P2BodyDist Y = [10,30]
Trigger4 = Ctrl || MoveType != H

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype = S
trigger1 = (Ctrl) && (StateNo != 100)
