; _______________________________________
;| Joe Higashi by Jmorphman |
; ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
;==============================================================================================
;=======================================<COMMAND FILE>=========================================
;==============================================================================================
;====================<BUTTON REMAPPING>====================
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;====================<DEFAULT VALUES>====================
[Defaults]
command.time = 15
command.buffer.time = 1
;====================<SINGLE BUTTON>====================
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;==================<HOLD DIRECTION>==================
[Command]
name = "holdfwd"
command=/$F
time=1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time=1
[Command]
name = "holddown"
command = /$D
time = 1
;====================<HOLD BUTTON>====================
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;====================<DIRECTION>====================
[Command]
name = "fwd"
command = F
time = 1
[Command]
name = "back"
command = B
time = 1
[Command]
name = "up"
command = U
time = 1
[Command]
name = "down"
command = D
time = 1
;====================<RELEASE DIR>====================
[Command]
name = "rlsfwd"
command = ~$F
time = 1
[Command]
name = "rlsback"
command = ~$B
time = 1
[Command]
name = "rlsup"
command = ~$U
time = 1
[Command]
name = "rlsdown"
command = ~$D
time = 1
;====================<RELEASE BUTTON>====================
[Command]
name = "rlsx"
command = ~x
time = 1
[Command]
name = "rlsy"
command = ~y
time = 1
[Command]
name = "rlsz"
command = ~z
time = 1
[Command]
name = "rlsa"
command = ~a
time = 1
[Command]
name = "rlsb"
command = ~b
time = 1
[Command]
name = "rlsc"
command = ~c
time = 1
;====================<SUPER MOTIONS>====================
[Command]
name = "Dragonwings"
command = ~D, DF, F, D, DF, F, x
time = 32
[Command]
name = "Dragonwings"
command = ~D, DF, F, D, DF, F, y
time = 32
[Command]
name = "Dragonwings"
command = ~D, DF, F, D, DF, F, z
time = 32
[Command]
name = "Dragonwings"
command = ~D, DF, F, D, DF, F, ~x
time = 32
[Command]
name = "Dragonwings"
command = ~D, DF, F, D, DF, F, ~y
time = 32
[Command]
name = "Dragonwings"
command = ~D, DF, F, D, DF, F, ~z
time = 32
[Command]
name = "MAXDragonwings"
command = ~D, DF, F, D, DF, F, x+y
time = 32
[Command]
name = "MAXDragonwings"
command = ~D, DF, F, D, DF, F, y+z
time = 32
[Command]
name = "MAXDragonwings"
command = ~D, DF, F, D, DF, F, x+z
time = 32
[Command]
name = "Dragon Smash"
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "Dragon Smash"
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "Dragon Smash"
command = ~D, DF, F, D, DF, F, c
time = 20
[Command]
name = "Dragon Smash"
command = ~D, DF, F, D, DF, F, ~a
time = 20
[Command]
name = "Dragon Smash"
command = ~D, DF, F, D, DF, F, ~b
time = 20
[Command]
name = "Dragon Smash"
command = ~D, DF, F, D, DF, F, ~c
time = 20
[Command]
name = "MAXDragon Smash"
command = ~D, DF, F, D, DF, F, a+b
time = 32
[Command]
name = "MAXDragon Smash"
command = ~D, DF, F, D, DF, F, b+c
time = 32
[Command]
name = "MAXDragon Smash"
command = ~D, DF, F, D, DF, F, a+c
time = 32
[Command]
name = "Fire Whirlwind"
command = ~D, DB, B, D, DB, B, x+y
time = 32
[Command]
name = "Fire Whirlwind"
command = ~D, DB, B, D, DB, B, x+z
time = 32
[Command]
name = "Fire Whirlwind"
command = ~D, DB, B, D, DB, B, y+z
time = 32
;====================<SPECIAL MOTIONS>====================
[Command]
name = "BareKnuckle"
command = x+y+z
time = 16
;Bare Knucle
[Command]
name = "BareKnucle"
command = ~D, DF, F, x
time = 16
[Command]
name = "BareKnucle"
command = ~D, DF, F, y
time = 16
[Command]
name = "BareKnucle"
command = ~D, DF, F, z
time = 16
[Command]
name = "BareKnucle"
command = ~D, DF, F, ~x
time = 16
[Command]
name = "BareKnucle"
command = ~D, DF, F, ~y
time = 16
[Command]
name = "BareKnucle"
command = ~D, DF, F, ~z
time = 16
[Command]
name = "EXBareKnucle"
command = ~D, DF, F, x+y
time = 16
[Command]
name = "EXBareKnucle"
command = ~D, DF, F, y+z
time = 16
[Command]
name = "EXBareKnucle"
command = ~D, DF, F, x+z
time = 32
;Grand Upper
[Command]
name = "GrandUpper"
command = ~D, DF, F, x
time = 16
[Command]
name = "GrandUpper2"
command = ~D, DF, F, y
time = 16
[Command]
name = "GrandUpper3"
command = ~D, DF, F, z
time = 16
[Command]
name = "GrandUpper"
command = ~D, DF, F, ~x
time = 16
[Command]
name = "GrandUpper2"
command = ~D, DF, F, ~y
time = 16
[Command]
name = "GrandUpper3"
command = ~D, DF, F, ~z
time = 16
[Command]
name = "EXGrandUpper"
command = ~D, DF, F, z+y
time = 16
[Command]
name = "EXGrandUpper"
command = ~D, DF, F, z+x
time = 16
[Command]
name = "EXGrandUpper"
command = ~D, DF, F, x+y
time = 16
;Burning Crusher
[Command]
name = "Burning Crusher"
command = ~D, DB, B, x
time = 16
[Command]
name = "Burning Crusher"
command = ~D, DB, B, y
time = 16
[Command]
name = "Burning Crusher"
command = ~D, DB, B, z
time = 16
[Command]
name = "EX Burning Crusher"
command = ~D, DB, B, x+y
time = 16
[Command]
name = "EX Burning Crusher"
command = ~D, DB, B, x+z
time = 16
[Command]
name = "EX Burning Crusher"
command = ~D, DB, B, z+y
time = 16
[Command]
name = "SlideKick"
command = ~D, DB, B, a
time = 12
[Command]
name = "SlideKick"
command = ~D, DB, B, b
time = 12
[Command]
name = "SlideKick"
command = ~D, DB, B, c
time = 12
[Command]
name = "SlideKick"
command = ~D, DB, B, ~a
time = 12
[Command]
name = "SlideKick"
command = ~D, DB, B, ~b
time = 12
[Command]
name = "SlideKick"
command = ~D, DB, B, ~c
time = 12
[Command]
name = "EXSlideKick"
command = ~D, DB, B, a+b
time = 12
[Command]
name = "EXSlideKick"
command = ~D, DB, B, b+c
time = 12
[Command]
name = "EXSlideKick"
command = ~D, DB, B, a+c
time = 12
[Command]
name = "EXSlashKick"
command = ~D, DF, F, b+c
time = 25
[Command]
name = "EXSlashKick"
command = ~D, DF, F, a+b
time = 25
[Command]
name = "EXSlashKick"
command = ~D, DF, F, a+c
time = 25
[Command]
name = "SlashKick"
command = ~D, DF, F, b
time = 16
[Command]
name = "SlashKick"
command = ~D, DF, F, a
time = 16
[Command]
name = "SlashKick"
command = ~D, DF, F, c
time = 16
[Command]
name = "412p"
command = ~B, DB, D,x
time = 20
[Command]
name = "412p"
command = ~B, DB, D, y
time = 20
[Command]
name = "412p"
command = ~B, DB, D, z
time = 20
[Command]
name = "412p"
command = ~B, DB, D, ~x
time = 20
[Command]
name = "412p"
command = ~B, DB, D, ~y
time = 20
[Command]
name = "412p"
command = ~B, DB, D, ~z
time = 20
[Command]
name = "412k"
command = ~B, DB, D, a
time = 20
[Command]
name = "412k"
command = ~B, DB, D, b
time = 20
[Command]
name= "412k"
command = ~B, DB, D, c
time = 20
[Command]
name = "412k"
command = ~B, DB, D, ~a
time = 20
[Command]
name = "412k"
command = ~B, DB, D, ~b
time = 20
[Command]
name = "412k"
command = ~B, DB, D, ~c
time = 20
;====================<OTHER>====================
[Command]
name = "highjump"
command = $D, $U
time = 15
;====================<DOUBLE TAP>====================
[Command]
name = "focusFF"
command = F, F
time = 30
buffer.time = 2
[Command]
name = "focusBB"
command = B, B
time = 30
buffer.time = 2
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;====================<2/3 BUTTON COMBINATION>====================
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = a+x
time = 1
[Command]
name = "pp"
command = x+y
time = 1
[Command]
name = "pp"
command = x+z
time = 1
[Command]
name = "pp"
command = y+z
time = 1
[Command]
name = "kk"
command = a+b
time = 1
[Command]
name = "kk"
command = a+c
time = 1
[Command]
name = "kk"
command = b+c
time = 1
[Command]
name = "a+x"
command = a+x
time=1
[Command]
name = "b+y"
command = b+y
time = 1
[Command]
name = "c+z"
command = c+z
time = 1
;==============================================================================================
;========================================<-1 STATES>===========================================
;==============================================================================================
[StateDef -1]
[State -1, Tick Fix]
type = CtrlSet
triggerAll = !ctrl
trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime
trigger2 = (StateNo = [200,499]) && !AnimTime
trigger3 = ((StateNo = [760,762]) || (StateNo = [700,715]) || (StateNo = [900,905])) && !AnimTime
trigger4 = StateNo = 810 && !AnimTime
trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver
value = 1
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerAll = !AILevel
triggerAll = command = "a+x"
triggerAll = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd"
trigger2 = var(20) && var(4)
[State -1, Roll Backward]
type = ChangeState
value = 715
triggerAll = !AILevel
triggerAll = command = "a+x"
triggerAll = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback"
[State -1, Dodge]
type = ChangeState
value = 700
triggerAll = !AILevel
triggerAll = command = "a+x"
triggerAll = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101]))
[State -1, Dragon Burst]
type = ChangeState
value = 3300
triggerAll = !AILevel
triggerAll = command = "Fire Whirlwind"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 3000 && !var(20)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
[State -1, MAX Dragon Smash]
type = ChangeState
value = 3150
triggerAll = !AILevel
triggerAll = command = "MAXDragon Smash"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
[State -1, MAX Grand Hurricane]
type = ChangeState
value = 3050
triggerAll = !AILevel
triggerAll = command = "MAXDragonwings"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
[State -1, Dragon Smash]
type = ChangeState
value = 3100
triggerAll = !AILevel
triggerAll = command = "Dragon Smash"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
[State -1, Grand Hurricane]
type = ChangeState
value = 3000
triggerAll = !AILevel
triggerAll = command = "Dragonwings"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
[State -1, EX Grand Upper]
type = ChangeState
value = 1130
triggerAll = !AILevel
triggerAll = command = "EXGrandUpper"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 500 && var(20) <= 60
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, EX Bare Knucle]
type = ChangeState
value = 1030
triggerAll = !AILevel
triggerall = life >100
triggerAll = command = "BareKnuckle"
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, EX Burning Crusher]
type = ChangeState
value = 1230
triggerAll = !AILevel
triggerAll = command = "EX Burning Crusher"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 500 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])||( stateno=220 || stateno=250)
trigger2 = var(6)
[State -1, EX Golden Heel]
type = ChangeState
value = 1330
triggerAll = !AILevel && !var(40)
triggerAll = command = "EXSlideKick"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 500 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])|| ( stateno=220 || stateno=225)
trigger2 = var(6)
[State -1, EX Slash Kick]
type = ChangeState
value = 1430
triggerAll = !AILevel
triggerAll = command = "EXSlashKick"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 500 && var(20) <= 60
triggerAll = Enemy, StateNo != [1145,1148]
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, GrandUpper]
type = ChangeState
value = 1100
triggerAll = !AILevel
triggerAll = command = "GrandUpper"
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, GrandUpper]
type = ChangeState
value = 1110
triggerAll = !AILevel
triggerAll = command = "GrandUpper2"
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, GrandUpper]
type = ChangeState
value = 1120
triggerAll = !AILevel
triggerAll = command = "GrandUpper3"
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Burning Crusher]
type = ChangeState
value = 1200
triggerAll = !AILevel
triggerAll = command = "Burning Crusher"
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])|| ( stateno=220 || stateno=250)
trigger2 = var(6)
[State -1, Golden Heel]
type = ChangeState
value = 1300
triggerAll = !AILevel
triggerAll = command = "SlideKick"
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])|| ( stateno=220 || stateno=225)
trigger2 = var(6)
[State -1, Slash Kick]
type = ChangeState
value = 1400
triggerAll = !AILevel
triggerAll = command = "SlashKick"
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Zero Counter]
type = ChangeState
value = 750
triggerAll = !AILevel
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = command = "412p" || command = "412k"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power >= 1000 && !var(20)
[State -1, Custom Combo]
type = ChangeState
value = ifElse(StateType = A, 905, 900)
triggerAll = !AILevel
trigger1 = command = "c+z"
trigger1 = RoundState = 2
trigger1 = power >= 1000 && !var(20)
trigger1 = ctrl || StateNo = 52 || (StateNo = [100,101])
[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = !AILevel
trigger1 = command = "holdb" && command = "holdy"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Dash Forward/Run]
type = ChangeState
value = 110
triggerAll = !AILevel
trigger1 = command = "FF"
trigger1 = roundstate = 2 && StateType = S
trigger1 = ctrl
[State -1, Dash Backward]
type = ChangeState
value = 105
triggerAll = !AILevel
trigger1 = command = "BB"
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Throw]
type = ChangeState
value = 800
triggerAll = !AILevel
trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp" || command = "kk")
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Air Throw]
type = changestate
value = 850
trigger1 = !AIlevel
trigger1 = (command = "pp" || command = "kk") && (command = "holdfwd" || command = "holdback")
trigger1 = roundstate = 2 && statetype = A
trigger1 = ctrl && (pos y <= -42 || vel y < 0)
[State -1, Medium Kick Foward]
type = ChangeState
value = 251
triggerAll = !AILevel
triggerAll = command != "holddown" && command = "holdfwd" && command = "c"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Standing Far/Close Heavy Punch]
type = ChangeState
value = 220 + (Abs(P2bodydist X) <= 15) * 5
triggerAll = !AILevel
triggerAll = command != "holddown" && command = "z"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Standing Far/Close Heavy Kick]
type = ChangeState
value = 250
triggerAll = !AILevel
triggerall = command != "holddown" && command = "c"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Standing Medium Punch]
type = ChangeState
value = 210
triggerAll = !AILevel
triggerAll = command != "holddown" && command = "y"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerAll = !AILevel
triggerAll = command != "holddown" && command = "b"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Standing Far/Close Light Punch]
type = ChangeState
value = 200 + (Abs(P2BodyDist X) <= 25) * 5
triggerAll = !AILevel
triggerAll = command != "holddown" && command = "x"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 430) && Time >= 5
trigger3 = var(4)
[State -1, Standing Far/Close Light Kick]
type = ChangeState
value = 230
triggerAll = !AILevel
triggerall = command != "holddown" && command = "a"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Crouching Heavy Punch]
type = ChangeState
value = 420
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "z"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Crouching Heavy Kick]
type = ChangeState
value = 450
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "c"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerAll = !AILevel
triggerAll = command ="holddown" && command = "y"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "b"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(4)
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "x"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 430) && Time >= 5
trigger3 = var(4)
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "a"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 430) && Time >= 5
trigger3 = var(4)
[State -1, Jumping Heavy Punch]
type = ChangeState
value = 620
triggerAll = !AILevel
triggerAll = command = "z"
triggerAll = StateType = A
trigger1 = ctrl
trigger2 = var(4)
[State -1, Jumping Heavy Kick]
type = ChangeState
value = 650
triggerAll = !AILevel
triggerAll = command = "c"
triggerAll = StateType = A
trigger1 = ctrl
trigger2 = var(4)
[State -1, Jumping Medium Punch]
type = ChangeState
value = 610
triggerAll = !AILevel
triggerAll = command = "y"
triggerAll = StateType = A
trigger1 = ctrl
trigger2 = var(4)
[State -1, Jumping Medium Kick]
type = ChangeState
value = 640
triggerAll = !AILevel
triggerAll = command = "b"
triggerAll = StateType = A
trigger1 = ctrl
trigger2 = var(4)
[State -1, Jumping Light Punch]
type = ChangeState
value = 600
triggerAll = !AILevel
triggerAll = command = "x"
triggerAll = StateType = A
trigger1 = ctrl
trigger2 = var(4)
[State -1, Jumping Light Kick]
type = ChangeState
value = 630
triggerAll = !AILevel
triggerAll = command = "a"
triggerAll = StateType = A
trigger1 = ctrl
trigger2 = var(4)
[State -1, Taunt]
type = ChangeState
value = 195
triggerAll = !AILevel
triggerAll = command = "start"
triggerAll = StateType != A
triggerAll = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(6)
;==============================================================================================
;===========================================< A.I >==============================================
;==============================================================================================
[State -1, Fall Recovery (Air)]
type = ChangeState
value = 5210
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && Alive
trigger1 = StateNo = 5050 && CanRecover
trigger1 = vel y > 0 && pos y < -20
trigger1 = Random < (25 * (AILevel ** 2 / 64.0))
[State -1, Fall Recovery (Ground)]
type = ChangeState
value = 5200
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && Alive
trigger1 = StateNo = 5050 && GetHitVar(fall.recover)
trigger1 = vel y > 0 && pos y >= -20
trigger1 = Random < (100 * (AILevel ** 2 / 64.0))
[State -1, Jump]
type = ChangeState
value = 40
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A && ctrl
trigger1 = EnemyNear, MoveType = A && P2BodyDist x < 160 && EnemyNear, HitDefAttr = SC, AT
[State -1, Roll Forward]
type = ChangeState
value = 710
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Random < (50 * (AILevel ** 2 / 64.0))
trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26)
trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [92,122])
[State -1, Dodge]
type = ChangeState
value = 700
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Random < (50 * (AIlevel ** 2 / 64.0))
trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26)
trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [0,60])
[State -1, Dash Backward]
type = ChangeState
value = 105
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = S
triggerAll = ctrl && (StateNo != [100,106]) && var(20) <= 150 && !var(26)
trigger1 = (EnemyNear, MoveType = A) && BackEdgeDist >= 80 && (P2BodyDist x = [80,120]) && (EnemyNear, vel x)
trigger1 = Random < (ifElse((EnemyNear, HitDefAttr = SC, AT), 150, 50) * (AILevel ** 2 / 64.0))
trigger2 = (P2BodyDist x = [0,80]) && BackEdgeBodyDist >= 80
trigger2 = EnemyNear, StateNo = 5120 && EnemyNear, AnimTime = -4 && Random < (750 * (AILevel ** 2 / 64.0))
[State -1, Guard]
type = ChangeState
value = 120
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && InGuardDist
trigger1 = ctrl && (StateNo != [120, 155]) && !var(20)
trigger1 = !var(26) || P2BodyDist x >= 40
trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120)
trigger1 = StateType != A || P2StateType = A
trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1)
trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (AILevel ** 2 / 64.0))
[State -1, Zero Counter]
type = ChangeState
value = 750
trigger1 = AILevel && NumEnemy
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power >= 1000 && var(20) <= 60
trigger1 = Random < (25 * (AILevel ** 2 / 64.0))
trigger1 = (P2BodyDist x = [0,50]) && (Life < 0.5 * LifeMax)
[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power < const(data.power) && !var(20)
trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20)
trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Custom Combo]
type = ChangeState
value = ifElse(StateType = A, 905, 900)
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && (StateType != A || (vel x > 0 && vel y >= 0))
trigger1 = Power >= 1000 && !var(20)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101]))
trigger1 = (EnemyNear, MoveType = A) && (P2BodyDist x = [0,40]) && (P2Dist y = [-60,60]) && (EnemyNear, vel y >= 0)
trigger1 = (EnemyNear, StateNo = [200,699]) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Air Throw]
type = changestate
value = 850
trigger1 = AIlevel && numenemy
trigger1 = roundstate = 2 && statetype = A
trigger1 = !var(27) && (var(14) < 1 || var(20))
trigger1 = ctrl && p2statetype = A
trigger1 = (p2bodydist x = [0, 20]) && (p2dist y = [ -80, -40]) && random < (200 * (AIlevel ** 2 / 64.0))
[State -1, Throw]
type = ChangeState
value = 800
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = S
triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H
triggerAll = (P2BodyDist x = [-20,24]) && P2BodyDist y = 0
trigger1 = ctrl && Random < (125 * (AIlevel ** 2 / 64.0))
trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Run]
type = ChangeState
value = 100
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl && (StateNo != [100,106])
trigger1 = (EnemyNear, MoveType != A) && P2BodyDist x >= 160 && Random < (25 * (AILevel ** 2 / 64.0))
[State -1, Golden Heel (after EX Slash Kick)]
type = ChangeState
value = 1300
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = (P2BodyDist x = [-8,140])
triggerAll = NumTarget(1300) && var(11)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
[State -1, Standing Heavy Punch]
type = ChangeState
value = 220 + (Abs(P2BodyDist x) <= 15) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,80]) && (P2Dist y = [-68,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Standing Far/Close Heavy Kick]
type = ChangeState
value = 250
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,93]) && (P2Dist y = [-60,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Crouching Heavy Punch]
type = ChangeState
value = 420
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && Statetype != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,63]) && (p2dist y = [-35,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Crouching Heavy Kick]
type = ChangeState
value = 450
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,105]) && (P2Dist y = [-30,0]) && P2StateType != A && P2StateType != L
triggerAll = (P2StateType = S || (P2StateType = C && P2MoveType = H))
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 6) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Jumping Heavy Punch]
type = ChangeState
value = 620
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-68,48]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Jumping Heavy Kick]
type = ChangeState
value = 650
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-63,27]) && P2StateType = S
trigger1 = ctrl && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Standing Far/Close Medium Punch]
type = ChangeState
value = 210
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,61]) && (P2Dist y = [-55,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Standing Far/Close Medium Kick]
type = ChangeState
value = 240
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,80]) && (P2Dist y = [-40,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,55]) && (P2Dist y = [-35,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,59]) && (P2Dist y = [-8,0]) && P2StateType != A && P2StateType != L
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Jumping Medium Punch]
type = ChangeState
value = 610
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,33]) && (P2Dist y = [-70,40]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AILevel ** 2 / 64.0))
[State -1, Jumping Medium Kick]
type = ChangeState
value = 640
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,48]) && (P2Dist y = [-50,51]) && P2StateType = A
trigger1 = ctrl
trigger1 = vel y <= 0 && Random < (100 * (AILevel ** 2 / 64.0))
[State -1, 空中弱P]
type = ChangeState
value = 600
triggerAll = AILevel && NumEnemy
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = RoundState = 2 && StateType = A
trigger1 = Random < (100 * (AILevel ** 2 / 64.0))
trigger1 = p2bodydist X <= 60
trigger1 = ctrl
[State -1, 空中強P]
type = ChangeState
value = 630
triggerAll = AILevel && NumEnemy
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = RoundState = 2 && StateType = A
trigger1 = random <= 200
trigger1 = p2bodydist X <= 50
trigger1 = ctrl
[State -1, Standing Far/Close Light Punch]
type = ChangeState
value = 200 + (Abs(P2BodyDist X) <= 25) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-67,0]) && P2StateType != C && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Standing Far/Close Light Kick]
type = ChangeState
value = 230
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,70]) && (P2Dist y = [-52,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-40,0]) && P2StateType != A && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,45]) && (P2Dist y = [-5,0]) && P2StateType != A && P2StateType != L
trigger1 = (ctrl || (StateNo = [100, 101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Jumping Light Punch]
type = ChangeState
value = 600
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-70,28]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AIlevel ** 2 / 64.0))
[State -1, Jumping Light Kick]
type = ChangeState
value = 630
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,34]) && (P2Dist y = [-67,40]) && P2StateType != L
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (ifElse(P2Dist x < 0, 250, 50) * (AILevel ** 2 / 64.0))
[State -1, Tiger Kick]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1230, 1200)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-55,55]) && P2StateType != A) || ((P2BodyDist x = [-60,60]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 3
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Slash Kick]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1430, 1400)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [-8,256]) && (P2StateType != L || P2StateNo = 5120)
triggerAll = (P2StateType != A || P2MoveType = H) && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101]))
trigger1 = P2BodyDist x >= 25 && Random < (50 * (AILevel ** 2 / 64.0))
trigger2 = (ctrl || StateNo = 52 || (StateNo = [100, 101]))
trigger2 = (EnemyNear, StateNo = 5120 || EnemyNear, StateNo = 5201) && (EnemyNear, AnimTime = -18) && Random < (250 * (AILevel ** 2 / 64.0))
trigger3 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0))
trigger3 = EnemyNear, GetHitVar(HitTime) >= 6
[State -1, Grand Upper]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1130, 1100)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = (EnemyNear, MoveType != A) || (EnemyNear, StateNo = [200,499])
triggerAll = (P2BodyDist x = [-20,130]) && (P2Dist y = [-70,0]) && (P2StateType != L || P2StateNo = 5120)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101]))
trigger1 = P2BodyDist x >= 25 && Random < (50 * (AILevel ** 2 / 64.0))
trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101]))
trigger2 = (EnemyNear, StateNo = 5120 || EnemyNear, StateNo = 5201) && (EnemyNear, AnimTime = -18) && Random < (250 * (AILevel ** 2 / 64.0))
trigger3 = var(6) && MoveHit && Random < (200 * (AILevel ** 2 / 64.0))
trigger3 = EnemyNear, GetHitVar(HitTime) >= 6
[State -1, Golden Heel]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1330, 1300)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-8,150]) && P2StateType != A) || ((P2BodyDist x = [-10,100]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 3
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Bare Knuckle]
type = ChangeState
value = 1030
triggerall = life >100
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(39)
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerall = p2bodydist X = (1,55)
triggerall = random <= 150
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101]))
trigger1 = P2BodyDist x >= 25 && Random < (50 * (AILevel ** 2 / 64.0))
trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101]))
trigger2 = (EnemyNear, StateNo = 5120 || EnemyNear, StateNo = 5201) && (EnemyNear, AnimTime = -18) && Random < (250 * (AILevel ** 2 / 64.0))
trigger3 = var(6) && MoveHit && Random < (200 * (AILevel ** 2 / 64.0))
trigger3 = EnemyNear, GetHitVar(HitTime) >= 6
[State -1, Double Cyclone]
type = ChangeState
value = 3300
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 3000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 2 || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = EnemyNear, StateType != L
triggerAll = (P2BodyDist x = [0,110]) && (P2Dist y = [-90,0])
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (50 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, MAX Exploding Hurricane Tiger Heel]
type = ChangeState
value = 3150
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 2000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && (EnemyNear, StateNo != [120,155])
triggerAll = (P2BodyDist x = [0,75])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]),200,50) * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, MAX Screw Upper]
type = ChangeState
value = 3050
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 2000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 2 || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = EnemyNear, StateType != L
triggerAll = (P2BodyDist x = [0,75]) && (P2Dist y = [-60,0])
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (50 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, Dragon Smash]
type = ChangeState
value = 3100
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 1000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000, 4999]))
triggerAll = !(EnemyNear, ctrl) && (EnemyNear, StateNo != [120,155])
triggerall= (p2bodydist x=[0,60]) && (p2bodydist y=[-50,50])
triggerAll = P2StateType != A && P2StateType != L && P2MoveType != A
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]),200,50) * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, Screw Upper]
type = ChangeState
value = 3000
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = Power >= 1000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (EnemyNear, MoveType != A) || (EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-60,0]) && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, Taunt]
type = ChangeState
value = 195
triggerAll = AILevel && NumEnemy
triggerAll = StateType != A && Life >= 0.5 * LifeMax
triggerAll = (EnemyNear, Life) <= 0.5 * (EnemyNear, LifeMax)
trigger1 = ctrl
trigger1 = P2Dist x >= 160 && !(EnemyNear, ctrl)
trigger1 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (50 * (AILevel ** 2 / 64.0))