[Statedef -2]

; --- Original Statedef -2 Content ---

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(2)=%d, var(1)=%d, var(50)=%d, var(59)=%d, p2bodydist y=%d"
params = var(2), var(1), var(50), var(59), floor(p2bodydist y)

[State DestroyHelper]
type=destroyself
trigger1=ishelper(1105)
trigger1= stateno != [1100,1130]
trigger2=ishelper(1106)
trigger2= stateno != [1100,1130]
trigger3=ishelper(1107)
trigger3= stateno != [1100,1130]
ignorehitpause=1

[State DestroyHelper]
type=destroyself
trigger1=ishelper(3201)
trigger1= stateno != [3200,3203]
ignorehitpause=1

[State -2, flash]
type = null;allpalfx
add = 11 * var(3) * (var(3) != 25), 11 * var(3) * (var(3) != 25), 11 * var(3) *(var(3) != 25)
trigger1 = var(3) > 0
time = 1

[State -2, decrement var(3)]
type = null;varadd
var(3) = -1
trigger1 = var(3) > 0

;KO Sound when defeated

[State -2, varKOsnd]
type=null;varset
trigger1=alive&&var(18)>0
trigger2=!alive&&var(18)<2
var(18)=ifelse(alive,0,var(18)+1)
ignorehitpause=1

[State -2, GetHit Snd]
type=null;playsnd
triggerall=alive&&time=1
triggerall=stateno=5000||stateno=5010
trigger1=gethitvar(animtype)>=2&&random<500
trigger2=gethitvar(animtype)=1&&random<375
trigger3=gethitvar(animtype)=0&&random<250
value=s11,(1+(random%2));*10,ceil(random/200)
channel=5
ignorehitpause=1

[State -2, GetHit Snd]
type=null;playsnd
triggerall=alive&&time=1
trigger1=(stateno=5000||stateno=5010)&&numenemy
trigger1=gethitvar(fall)||(enemynear,hitdefattr=SCA,SA,HA)
trigger2=(stateno=5020||stateno=5070||stateno=5080)
trigger3=(stateno=5050||stateno=5100)&&(prevstateno!=[5000,5199])
value=s11,(1+(random%2));*10,ceil(random/200)
channel=5
ignorehitpause=1

[State -2, KOsnd]
type=null;playsnd
trigger1=!alive&&var(18)=1
trigger1=var(18):=2
value=11,0
channel = -1
ignorehitpause=1
persistent=0


;damage dampenering

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.9, 0.8**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

;Hyper Background Removed when Hyper Done or hit out of Hyper
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno!=[3000,3999]
trigger1 = NumExplod(7005)>0
id =7005
;ignorehitpause =
;persistent =

;Hyper Background Removed when Hyper Done or hit out of Hyper
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno!=[3000,3999]
trigger1 = NumExplod(8603)>0
id =8603
;ignorehitpause =
;persistent =


;-------------------------------------------------------------------------------
;Guard Crush Feature
;WARNINING this code is buggy against multiple hit attacks if you want to use
;remove the null; off the code.

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 1
trigger1 = stateno =5000 ||stateno =5010 || stateno =5020 || stateno =5030
v = 1
value = var(3)

[State 0, VarAdd]
type = VarAdd
triggerall = numenemy > 0
trigger1 = enemy, Moveguarded
trigger1 = time = 1
trigger1 = anim =150 ||anim =152 || anim =154
v = 2
value = 30 + var(3)

[State 0, ChangeState]
type = selfstate
triggerall = stateno >= 150
triggerall = stateno <= 155
triggerall = statetype= S
trigger1 = var(2) >400
value = 5350
ctrl = 0

[State 0, ChangeState]
type = selfstate
triggerall = stateno >= 150
triggerall = stateno <= 155
triggerall = statetype= C
trigger1 = var(2) >400
value = 5351
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = var(1) <=300
trigger1 = var(1) > 0
trigger1 = roundstate = 2
trigger1 = movetype = I
trigger1 = gametime % 2 =1
v = 1
value = -1

[State 0, VarAdd]
type = VarAdd
trigger1 = var(2) <=400
trigger1 = var(2) > 0
trigger1 = roundstate = 2
trigger1 = movetype = I
trigger1 = gametime % 2 =1
v = 2
value = -1
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;------------------------------------------------------------------------------

; END



; --- New Statedef -2 Content ---

;==================================================================================
;======| RELACIONADO À AI - AI RELATED |===========================================
;==================================================================================

; Within StateDef -2, none of your own AI-related code should be placed
; above these next two controllers.

[State -2, StopAI]
type = VarSet
triggerall = (var(59) > 0)
trigger1 = (RoundState != 2)
trigger2 = !Alive
var(59) = -2
IgnoreHitPause = 1

; This controller is optional.  It allows you treat the AI flag as a boolean
; value rather than an integer value, letting you trigger your AI directives
; with "var(0)" instead of "var(59)>0", and letting you make moves usable only
; by humans by using "!var(0)" instead of "var(59)<1", thus slightly improving
; the size and efficiency of your code.
; Another benefit is that it makes it much easier for users to disable your AI,
; if they so choose.
[State -2, Simplifier]
type = VarSet
trigger1 = (var(59) = 1)
trigger2 = (var(0):=0)
var(0) = 1	; Another option is to replace 1 with something like MatchNo, if
		; you want to design your AI to have varying levels of difficulty.
IgnoreHitPause = 1



[State -2, Universal Melee Homing (General Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = !IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = !IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (EnemyNear, MoveType != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
;y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State -2, Universal Melee Homing (Ground Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = StateType !=A
triggerall = !IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = !IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (EnemyNear, MoveType != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
;y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State -2, Universal Melee Homing (Air Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = StateType = A
triggerall = !IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = !IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (EnemyNear, MoveType != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State -2, Universal Melee Homing (Helper Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (EnemyNear, MoveType != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State 0, VelSet]
type = Null;PosAdd
trigger1 = 1
trigger2 = random < 10
trigger2 = 1
trigger2 = random < 30
trigger3 = 1
trigger3 = random < 50
triggerall = movehit
triggerall = movetype = A
triggerall = MoveContact = 0 
; --- THE OMNI-TRIGGER ---
; We add a Y-trigger: Only home Y if they are outside a 10px vertical window.
trigger1 = (P2BodyDist X > 25) || !inguarddist ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)
trigger1 = (((EnemyNear, Pos X) - (Pos X)) * Facing) > 0
x = (((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0) ;p2bodydist x 

[State 0, VelSet]
type = Null;PosAdd
trigger1 = 1
trigger2 = 1
triggerall = movehit
triggerall = movetype = A
triggerall = MoveContact = 0 
; --- THE OMNI-TRIGGER ---
; We add a Y-trigger: Only home Y if they are outside a 10px vertical window.
trigger1 = (P2BodyDist X > 25) || !inguarddist ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)
trigger1 = (((EnemyNear, Pos X) - (Pos X)) * Facing) > 0
x = (((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0) ;p2bodydist x 



[State -3, No Reverse Guard]
type = Null;AssertSpecial
triggerall = StateNo = [200,4999]
triggerall = MoveType = A
trigger1 = Enemynear,P2Dist x < 0
flag = unguardable



[State -2, PowerSet]
type = Null;PowerSet
trigger1 =roundstate =0
value = 1000

[State -2, LifeAdd]
type = Null;LifeAdd ;  null;
triggerall= roundstate=2
triggerall= Life < LifeMax  && Life > 0.05*LifeMax;1000
triggerall= Movetype=I && Statetype!=L
trigger1 = Time%555=0
value = 1

[State -2, PowerAdd]
type = Null;PowerAdd
triggerall= roundstate=2
triggerall= movetype!=A
triggerall= power<1000
trigger1 = Time%99=0
value = 1

;Boss Character stuff

;===========================================================================
;  Config
;===========================================================================

[State 攻撃ヒット時無敵]
type = Null;notHitBy
triggerall = !ishelper
triggerall = movehit
trigger1 = 1 ;ここを０にするとoff、デフォon
value = SCA
time = 1
ignorehitpause=1

[State 攻撃時無敵]
type = Null;NotHitBy
triggerall = !ishelper
triggerall = movetype = A
trigger1 = stateno !=[3000,4999]
trigger1 = 0 ;ここを1にするとon、デフォoff
value = SCA
time = 1
ignorehitpause=1


[State NA初動無敵]
type = Null;HitBy
triggerall = !ishelper
triggerall = animelemtime(5) < 0
triggerall = stateno =[200,999]
trigger1 = 1;ここを０にするとoff、デフォon
value = SCA
time = 1
IgnoreHitPause= 1


[state 自動回復]
type = Null;lifeadd
triggerall = !ishelper
triggerall = movetype != H
trigger1 = gametime%24 = 0 ;24フレームごとに回復
value = 1;回復する量
ignorehitpause = 1

[state ゲージ自動回復]
type = Null;poweradd
triggerall = !ishelper
trigger1 = gametime%4 = 0 ;4フレームごとに回復
value = 2;回復する量
ignorehitpause = 1

[state ゲージ自動回復]
type = Null;poweradd
triggerall = !ishelper
trigger1 = life < 500
trigger1 = gametime%2 = 0 ;2フレームごとに回復
value = 4 ;回復する量
ignorehitpause = 1

[state ゲージ自動回復]
type = Null;poweradd
triggerall = !ishelper
trigger1 = life < 250
trigger1 = gametime%1 = 0 ;1フレームごとに回復
value = 8 ;回復する量
ignorehitpause = 1

[state -2,攻撃力補正]
type = Null;AttackMulSet
trigger1 = 1 
value = 1.0  ;攻撃力が足りないor高いと思ったら(1.0)の中の数値を変えてください。1.~だと攻撃力アップ、0.~だと攻撃力ダウン。デフォ1.0
ignorehitpause = 1



;Critical Hit and Jackpot System

;---------------------------------------------------------------------------
; UNIVERSAL CRITICAL HIT SYSTEM (VAR-FREE)
;---------------------------------------------------------------------------
[State -2, Critical Hit Logic]
type = Null;TargetLifeAdd
triggerall = RoundState = 2              ; Only during the fight
triggerall = MoveHit = 1                 ; Trigger exactly when the hit connects
;triggerall = !IsHelper                   ; Optional: Prevent helpers from causing crits (delete if you want helpers to crit)
trigger1 = Random <= 100                 ; 10% Chance (100 out of 1000)
value = -50                              ; Extra Damage (Negative number subtracts life)
kill = 1                                 ; Can this kill? 1=Yes, 0=No
absolute = 1                             ; Ignore defense scaling? 1=True Damage

[State -2, Critical Hit Visual (Screen Flash)]
type = Null;EnvColor
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
value = 255,255,255                      ; Color (RGB) - Currently White
time = 2                                 ; Duration of flash (1-2 ticks is best)
under = 1                                ; Draw under characters? (0=No, 1=Yes)
ignorehitpause = 1

[State -2, Critical Hit Sound Effect]
type = Null;PlaySnd
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
value = F5,4                             ; Plays Common Sound 5,4 (Usually a heavy hit sound)
channel = 0                              ; Channel 0 to interrupt voice/other sounds
ignorehitpause = 1

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Pause]
type = Null;Pause
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Zoom]
type = Null;Zoom
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

;---------------------------------------------------------------------------
; VAR-FREE JACKPOT CRIT SYSTEM
;---------------------------------------------------------------------------
[State -2, Jackpot Damage Logic]
type = Null;TargetLifeAdd
triggerall = RoundState = 2
triggerall = MoveHit = 1             ; Only triggers on the frame contact is made
;triggerall = !IsHelper               ; Optional: Don't let helpers trigger it
; -------------------------------------------------------------------
; ENTRY GATE: 10% chance (Random <= 100) to crit at all. 
; If this fails, normal damage happens and this controller is ignored.
trigger1 = Random <= 100
; -------------------------------------------------------------------
; THE JACKPOT LOGIC (Nested Cond)
; Structure: ifelse(IsUltraRare?, Damage, ifelse(IsRare?, Damage, ifelse(IsUncommon?, Damage, BaseDamage)))
;
; Tier 1 (GOD):   0.5% chance (Random < 5)   -> 9999 Damage (Instant Kill)
; Tier 2 (S-Rank): 5% chance  (Random < 50)  -> 400 Damage
; Tier 3 (A-Rank): 20% chance (Random < 200) -> 150 Damage
; Tier 4 (Common): Remaining chance          -> 50 Damage
; -------------------------------------------------------------------
value = -1 * floor(ifelse(Random < 5, 9999, ifelse(Random < 50, 400, ifelse(Random < 200, 150, 50))))
kill = 1
absolute = 1
ignorehitpause = 1

; [Optional] Visual Flash to indicate a Jackpot occurred
[State -2, Jackpot Flash]
type = Null;EnvColor
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100             ; Must match the Entry Gate above
value = 255,255,0                    ; Flash Gold/Yellow for money effect
time = 2
under = 1
ignorehitpause = 1

; [Optional] Sound Effect
[State -2, Jackpot Sound]
type = Null;PlaySnd
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100             ; Must match the Entry Gate above
value = F5,4
ignorehitpause = 1

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Pause]
type = Null;Pause
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Zoom]
type = Null;Zoom
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

[State -2, AI Monitor Helper]
type = helper
trigger1 = var(59) > 0 && !NumHelper(4645644)
trigger1 = NumEnemy && RoundState = 2
helpertype = normal
stateno = 4645644
ID = 4645644
name = "AI Monitor Helper"
postype = P2
size.xScale = Const(Size.xScale)
size.yScale = Const(Size.yScale)
size.proj.doscale = ID; Give Parent ID to Child
supermovetime = 65535
pausemovetime = 65535

[State -2, AI Monitor Helper]
type = helper
trigger1 = var(59) > 0 && !NumHelper(56465456)
trigger1 = NumEnemy && RoundState = 2
helpertype = normal
stateno = 56465456
ID = 56465456
name = "AI Monitor Helper"
postype = P2
size.xScale = Const(Size.xScale)
size.yScale = Const(Size.yScale)
size.proj.doscale = ID; Give Parent ID to Child
supermovetime = 65535
pausemovetime = 65535

[State -2, Nearest Enemy Facing]
type = targetfacing
trigger1 = movecontact = 1 && numtarget
trigger1 = !(target, hitshakeover) && !(target, hitfall) && (target, time <= 1)
value = ifelse((((enemynear, pos x) - (pos x)) * facing) >= 0, -1, 1)
ignorehitpause = 1

[State -2, P2 Facing]
type = Null;targetfacing
trigger1 = movecontact = 1 && numtarget
trigger1 = !(target, hitshakeover) && !(target, hitfall) && (target, time <= 1)
value = ifelse(p2dist x >= 0, -1, 1)
ignorehitpause = 1

[State 0, Guard]
type = Null;AssertSpecial
trigger1 = var(59) > 0 && roundstate = 2
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1





[State -2, Assert: UnGuardable]
type = Null;AssertSpecial
trigger1 = var(17) > 0
trigger1 = var(17) := (var(17) - 1)
flag = UnGuardable
ignoreHitPause = 1

[State -2, Assert: UnGuardable Chance]
type = Null;AssertSpecial
trigger1 = Random <= 5 ;10 ;25 ;50 ;100 ;Adjust as need
flag = UnGuardable
ignoreHitPause = 1

[State -2, Kill Juggle Checking]
type = AssertSpecial 
trigger1 = 1
flag = NoJuggleCheck ;this generally allows for more "free" combos, combos are easier to do, however if you don't want this then "Null;" it at the type

;===========================================================================
; HELPER GATE SWITCH (BITWISE)
;===========================================================================

[State -3, Set Helper Gate Bit]
type = Null;VarSet
; Trigger if all essential helpers are present
trigger1 = NumHelper(4645644) && NumHelper(564564456) && NumHelper(456564)
; Trigger if Bit 12 (4096) is NOT set
trigger1 = (var(50) & 4096) = 0
; Set Bit 12 (4096) to TRUE, leave other bits alone
v = 50
value = var(50) | 4096



;==================================================
;--- AI HELPER INITIALIZATION GATE ---
;==================================================
[State -2, Init Helper Gate Var]
type = Null;VarSet
; This variable prevents helpers from being created more than once per round.
trigger1 = RoundState = 0
v = 58 ; Using var(58) as our one-time gate switch.
value = 0


            
;==================================================
;--- ADAPTIVE AI REACTIVE STATES (-2) ---
;==================================================
[State -2, AI Recover]
type = Null;ChangeState
trigger1 = stateno = 5050
triggerall = (var(59) > 0)&&(roundstate = 2)
triggerall = alive
value = 5210
ignorehitpause = 1

[State -2, AI Recover 2]
type = Null;ChangeState
trigger1 = stateno = [5100,5110]
trigger2 = statetype = L
trigger3 = anim = [5100,5110]
triggerall = (var(59) > 0)&&(roundstate = 2)
triggerall = alive
value = 5201
ignorehitpause = 1



;==================================================
;--- ADAPTIVE AI REACTIVE STATES (-2) ---
;==================================================
[State -2, AI Recover]
type = Null;ChangeState
trigger1 = stateno = 5050
triggerall = (var(59))&&(roundstate = 2)
triggerall = alive
value = 5210
ignorehitpause = 1

[State -2, AI Recover 2]
type = Null;ChangeState
trigger1 = stateno = [5100,5110]
trigger2 = statetype = L
trigger3 = anim = [5100,5110]
triggerall = (var(59))&&(roundstate = 2)
triggerall = alive
value = 5201
ignorehitpause = 1


    
[state 0]
type = Null;changestate
value = 5200
trigger1 = (var(59)>4) && (numenemy)
trigger1 = (roundstate = 2) && (alive)
trigger1 = (stateno = 5050) && gethitvar(fall.recover)
trigger1 = (vel y > 0) && (pos y >= -20)
trigger1 = (random<(100*(var(59)**2/64.0)))

[state 0]
type = Null;changestate
value = 5210
trigger1 = (var(59)>4) && (numenemy)
trigger1 = (roundstate = 2) && (alive)
trigger1 = (stateno = 5050) && (canrecover)
trigger1 = (vel y > 0) && (pos y<-20)
trigger1 = (random<(25*(var(59)**2/64.0)))

[State 0, AI Recover]
type = Null;ChangeState
trigger1 = stateno = 5050
triggerall = (var(59))&&(roundstate = 2)
triggerall = alive
value = 5210
ignorehitpause = 1

[State 0, AI Recover]
type = Null;ChangeState
trigger1 = stateno = [5100,5110]
trigger2 = statetype = L
trigger3 = anim = [5100,5110]
triggerall = (var(59))&&(roundstate = 2)
triggerall = alive
value = 5200
ignorehitpause = 1


;==================================================
;--- ADAPTIVE AI GUARD STATE (0) ---
;==================================================
[State 0, AI Guard]
type = Null;ChangeState
triggerall = stateno != [120,155]
triggerall = (var(59) > 0) && (roundstate = 2) && (numenemy)
triggerall = (inguarddist)&&(stateno!=[120,155]) && !(enemynear,hitdefattr = SCA,AT)
;triggerall = ctrl
trigger1 = ctrl
trigger2 = prevstateno = 5120 && (random < ((700) * (var(59) ** 2 / 64.0)))
trigger2 = ctrl
trigger3 = numhelper(456564)
trigger3 = PlayerIDExist(helper(456564), var(3))
trigger3 = PlayerID(helper(456564), var(3)), pos y > -70
trigger3 = PlayerID(helper(456564), var(3)), vel x != 0.0
trigger3 = ifelse(numhelper(456564), helper(456564), ifelse(1, var(20) := 2, 0), 0)
trigger3 = ifelse(helper(456564), numexplod((helper(456564), var(20)*100000000) + PlayerID(helper(456564), var(3)), stateno) = 0, 1, helper(456564), numexplod((helper(456564), var(20)*100000000) + abs(floor(PlayerID(helper(456564), var(3)), vel x))) = 0)
trigger3 = random < ((300) * (var(59) ** 2 / 50))
trigger3 = var(59) >= 5
trigger3 = ctrl
value = 120

;inguarddist playerID(var(8)),HitDefAttr = SCA,AA
[State -3, Guard AI]
Type = Null;ChangeState
Value = 120
TriggerAll=var(59) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||(StateNo = [0,100]) ;||StateNo = 1300 ;Replace "1300" with your own AI state or whatever you find appropriate
TriggerAll=! playerID(var(8)),HitDefAttr = ,NT,ST,HT ;         
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||playerID(var(8)),Time>50
Trigger2 = Random<=var(59)*150

;---------------------------------------------------------------------------
;--|-AI Defense (Guard AI)-|-----------------------------------------------------------
;---------------------------------------------------------------------------
[State 0,ChangeState]
type=Null;ChangeState
TriggerALL = var(59) > 0 && RoundState = 2
TriggerALL = Random<(var(59)*100)
TriggerALL = Ctrl
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&enemynear, movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&enemynear, movetype=A)||(Enemy,StateNo=[1000,2000])
value = ifelse(StateType=A,132,130)

[State 0,ChangeState]
type=Null;ChangeState
TriggerALL = var(59) > 0 && RoundState = 2
TriggerALL = Random<(var(59)*100)
TriggerALL = Ctrl
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&enemynear, movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&enemynear, movetype=A)||(Enemy,StateNo=[1000,2000])
value = ifelse(StateType=A,132,130)



;[State -2]
;type = Null;SelfState
;trigger1 = 1 || var(0) := var(0) + 1
;trigger1 = !IsHelper
;value = sysvar(3)
;ignorehitpause = 1
;persistent = 256





;-------------------------AI (New Universal States)---------------------------------
[State -2, AI+R(combo)]
type     = Null;VarAdd
triggerall=!ishelper
triggerall = var(59)=0 && var(59) > 0 ;|| var(59) > 0 ;&& var(59) > 0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =                    1

[State -2, (movement)]
type     = Null;VarAdd
triggerall=!ishelper
triggerall = var(59)=[1,9]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =10*                  1

[State -2, ](dragon dance)]
type     = Null;VarAdd
triggerall=!ishelper
triggerall = var(59)=[1,99]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =100*                  0

[State -2, (counter)]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(54)<100000
trigger2=(helper(56465456),var(14)>0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)||(helper(56465456),var(14)=0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)
trigger3=enemynear(helper(56465456),Var(36)),movetype !=A
trigger4=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =                   7

[State -2, K[h(guard)]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(54) <1000
trigger2=(helper(56465456),var(14)>0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)||(helper(56465456),var(14)=0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)
trigger3=enemynear(helper(56465456),Var(36)),movetype !=A
trigger4=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =var(54)+1000*       8

[State -2, (throw escape)]
type     = Null;VarSet
triggerall=!ishelper
trigger1=fvar(21)=0
fv        = 21
value    =                    0

[State -2, VarSet]
type     = Null;Varadd
triggerall=!ishelper
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)<100
triggerall=random>(var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000))*100
triggerall=enemynear(helper(56465456),Var(36)),movetype=A
trigger1=helper(56465456),var(14)<2
trigger2=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =100

[State -2, VarSet]
type     = Null;Varadd
triggerall=!ishelper
triggerall=var(54)<100000
triggerall=random>((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)/10
triggerall=enemynear(helper(56465456),Var(36)),movetype=A
trigger1 = (helper(56465456),var(14)>0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)||(helper(56465456),var(14)=0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)
trigger2=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =100000


;==================================================
;--- ADVANCED AI MODULES (Generated) ---
;==================================================
[State -2, Regeneration]
type = Null;LifeAdd
triggerall = movetype != H
triggerall = Alive   ;<----------if im alive, This will know and I'll start healing
triggerall = RoundState = 2
triggerall = Life < LifeMax*0.5 ;<--------------this determines how much needs to be left in order to gain the regen effect
trigger1 = ceil(GameTime%4) = 1 ;<--------------------im telling this code when to apply the regen effect,decrease the % to make it faster and increase to make slower.
value = 1 
absolute = 1
ignorehitpause = 1

[State 0, PowerAdd]
type = Null;PowerAdd
trigger1 = 1
value = 2
persistent = 10

[State 0, PowerAdd]
type = PowerAdd
triggerall = MoveType = A || movetype = A && time = 1
trigger1 = 1
value = 2
persistent = 10

[State -2]
type=  Null;poweradd
trigger1 = movetype = A && time = 1
value = 40

[State -1]
type = Null;poweradd
triggerall = alive = 1
trigger1 = (GameTime%7) = 1
value = 40

[State -2]
type = poweradd
trigger1 = movetype = A && movecontact
value = ceil(target,gethitvar(damage)*0.5)
ignorehitpause = 1


;tracking ground
[State 0, PosAdd]
Type = Null;PosAdd
triggerall = EnemyNear, Alive = 1
Trigger1 = !AnimElemTime(4)
x = P2BodyDist x -20

;====================================
; Tracking (enemynear equivalent)
;====================================

;Tracking
[State 0, Turn]
type = Null;Turn
; Only if the nearest enemy exists and is alive
;triggerall = NumEnemy
triggerall = EnemyNear, Alive = 1
; --- Exact replacement for: p2dist X < 0 ---
; Turns if the opponent is behind your facing direction
trigger1 = EnemyNear, P2Dist X < 0
;trigger1 = 1

;Tracking
[State 0, Crossup Guard Turn]
Type = Null;Turn
Trigger1 = Facing = EnemyNear,Facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;Tracking
[State 0, Turn]
type = Null;Turn
; Only if the nearest enemy exists and is alive
;triggerall = NumEnemy
triggerall = EnemyNear, Alive = 1
; --- Exact replacement for: p2dist X < 0 ---
; Turns if the opponent is behind your facing direction
trigger1 = (((enemynear, pos x) - (pos x)) * facing) < 0
;trigger1 = 1

;Tracking
[State 0, Turn]
type = Null;Turn
triggerall = EnemyNear, Alive = 1
trigger1 = p2dist X < 0
;trigger1 = 1

[State 0, Tracking]
type = Null;PosAdd
triggerall = EnemyNear, Alive = 1
trigger1 = time < 30
x = 15*((p2bodydist x - 0)/(abs(p2bodydist X - 0) + abs(p2bodydist y - 20) + 0.0000001))
y = 15*((p2bodydist y - 20)/(abs(p2bodydist x - 0) + abs(p2bodydist y - 20) + 0.0000015))

;This is an explod cooldown
[State 0, Explod CD]
type = Null;Explod
triggerall = !NumExplod(stateno)
trigger1 = 1
anim = 20218;9999;20218;9999;20218
ID = stateno
pos = 0,0
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 600
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

;Advanced Tracking
; Track Enemy 1
[State -2, PosSet | Enemy 1]
type = Null;PosSet
triggerall = PlayerIDExist(var(52))
triggerall = PlayerID(var(52)),Alive
triggerall = PlayerID(var(52)),stateno != [6565600,6565611]
trigger1 = 1
x = PlayerID(var(52)),pos x
y = PlayerID(var(52)),pos y
ignorehitpause = 1

; Track Enemy 2
[State -2, PosSet | Enemy 2]
type = Null;PosSet
triggerall = PlayerIDExist(var(53))
triggerall = PlayerID(var(53)),Alive
triggerall = PlayerID(var(53)),stateno != [6565600,6565611]
triggerall = !PlayerIDExist(var(52)) || !PlayerID(var(52)),Alive || PlayerID(var(52)),stateno = [6565600,6565611]
trigger1 = 1
x = PlayerID(var(53)),pos x
y = PlayerID(var(53)),pos y
ignorehitpause = 1

; Track Enemy 3
[State -2, PosSet | Enemy 3]
type = Null;PosSet
triggerall = PlayerIDExist(var(54))
triggerall = PlayerID(var(54)),Alive
triggerall = PlayerID(var(54)),stateno != [6565600,6565611]
triggerall = !PlayerIDExist(var(52)) || !PlayerID(var(52)),Alive || PlayerID(var(52)),stateno = [6565600,6565611]
triggerall = !PlayerIDExist(var(53)) || !PlayerID(var(53)),Alive || PlayerID(var(53)),stateno = [6565600,6565611]
trigger1 = 1
x = PlayerID(var(54)),pos x
y = PlayerID(var(54)),pos y
ignorehitpause = 1

;Callerrrrs
[state -2, P2 ID]
type = varset
triggerall = var(59) > 0 && (roundstate = 2)
trigger1 = numenemy = 1
var(52) = (enemy,ID)
[state -2, P2 ID Simul Mode]
type = varset
triggerall = var(59) > 0 && (roundstate = 2)
trigger1 = numenemy > 1
var(52) = (enemy(0),ID)
[state -2, P4 ID Simul Mode]
type = varset
triggerall = var(59) > 0 && (roundstate = 2)
trigger1 = numenemy > 1
var(53) = (enemy(1),ID)
[state -2, P5 ID Simul Mode]
type = varset
triggerall = var(59) > 0 && (roundstate = 2)
trigger1 = numenemy > 2
var(54) = (enemy(2),ID)

[Statedef -3]

; --- Original Statedef -3 Content ---

[State -3, Finish Hit Explod - Helper]
type = Helper
triggerall = WinKO && NumHelper(8900) = 0
trigger1 = RoundState = 3
helpertype = Normal
name = "Finish Hit Explod"
id = 8900
pos = 0, -1500
postype = back
facing = 0
stateno = 8900
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno < 3000
trigger2 = MoveType = H
trigger3 = (WinKO)
id = 10010
ignorehitpause = 1

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 101 ;Run-back land
trigger3 = stateno = 106 ;Run-back land
value = 8,1

[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
triggerall = alive = 1 && var(17) < 10
trigger1 = enemynear, screenpos y <0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 200
anim = 8612 - ((enemy,id)<id)
id = 8611
pos = ceil((enemynear,screenpos x)),20+(enemynear, screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
;facing = (facing)
removetime = 1
scale= const(size.xscale),const(size.yscale)

; P§e um sÝmbolo no P2 (>)-prˇprio
[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
triggerall = alive = 1 && var(17) < 10
trigger1 = enemynear, screenpos y <0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 200
anim = 8614 - ((enemy,id)<id)
id = 8613
pos = ceil((enemynear,screenpos x)),20+(enemynear, screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
facing = (enemy,facing);-1
removetime = 1
scale= const(size.xscale),const(size.yscale)

;P§e um sÝmbolo em vocŕ
; P§e um sÝmbolo no P1 (O)-prˇprio
[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
trigger1 = screenpos y <0
triggerall = var(39)=var(37) && alive = 1 && var(17) < 10
trigger2 = screenpos y > 220 - (const(size.head.pos.y))
trigger1 = var(39)=var(37)
trigger3 = P2bodyDist y < -200
anim = 8611 + ((enemy,id)<id)
id = 8611
pos = ceil(screenpos x),20+(screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
;facing = (facing)
removetime = 1
scale= const(size.xscale),const(size.yscale)

;P§e um sÝmbolo em vocŕ
; P§e um sÝmbolo no P1 (>)-prˇprio
[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
trigger1 = screenpos y <0
triggerall = var(39)=var(37) && alive = 1 && var(17) < 10
trigger2 = screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y < -200
anim = 8613 + ((enemy,id)<id)
id = 8613
pos = ceil(screenpos x),20+(screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
ownpal = 1
facing = facing;1
removetime = 1
scale= const(size.xscale),const(size.yscale)


[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = Stateno != 100
trigger1 = Stateno != 105
trigger1 = Stateno != 108
trigger1 = Stateno != 107
trigger1 = Stateno != 701
time = 0

[State 0, SelfState]
type = SelfState
trigger1 =  stateno = [2000,2999]
trigger1 = roundstate = 3
value = 50
ctrl =1

[State -3, ctrl set]
type = ctrlset
trigger1 = roundstate = 4
value = 0

[State -3, Corner Push]; Reset
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]; Get initial velocity
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]; Apply corner push
type= posadd
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype = S || target, statetype = C) && !(target, gethitvar(yvel)) && !(target, hitfall); See note below
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]; Apply friction to the velocity
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

;==============================================================================================
;                                  Sheild Armor States
;==============================================================================================

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = var(26) > 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


[State -3, force field]
type = VarAdd
trigger1 = var(26) >0
v = 26    ;fv =
value = -1

[State -3, HitOverride]
type = HitOverride
trigger1 = var(26) >0
trigger1 = 1
trigger1 = roundstate =2
attr = SCA,AA,AT,AP
stateno = 9100
time = 1

;-------------------------------------------------------------------------------------------------------
; AI activation
[State -3, Helper]
type = Helper
trigger1 = (NumHelper(9741) = 0) && (Var(59) = 0) && (roundstate=2)&& alive
helpertype = Normal
name = "Valhalla"
id = 9741
pos = 0,0
postype = p1
facing = 0
stateno = 9741
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0

;[State -3, SetAI];2nd activation
;type = VarSet
;triggerall = IsHomeTeam
;trigger1 = (TeamSide = 2)
;trigger2 = (MatchNo > 1)
;v = 59
;value = 1

[State -3, TurnBackOnAI]
type = VarSet
trigger1 = (var(59) = -2)
trigger1 = (RoundState = 2)
trigger1 = (Alive)
v = 59
value = 1

;--------------------------------------------------------------------------------------------------------
; Win against superman

[State -2, Get P2 Distance]
type = VarSet
trigger1 = P2Dist X != 0
v = 11
value = floor(P2Dist X)

[State -3, Record Turn]
type = VarSet
triggerall = WinKO
trigger1 = Anim = [5,6]
v = 18
value = 1




; --- New Statedef -3 Content ---
[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "a" ^^ command = "a2"
trigger2 = command = "b" ^^ command = "b2"
trigger3 = command = "c" ^^ command = "c2"
trigger4 = command = "x" ^^ command = "x2"
trigger5 = command = "y" ^^ command = "y2"
trigger6 = command = "z" ^^ command = "z2"
trigger7 = command = "start" ^^ command = "start2"
trigger8 = command = "up" ^^ command = "up2"
trigger9 = command = "fwd" ^^ command = "fwd2"
trigger10 = command = "back" ^^ command = "back2"
trigger11 = command = "down" ^^ command = "down2"
trigger12 = command = "CPU1"
trigger13 = command = "CPU2"
trigger14 = command = "CPU3"
trigger15 = command = "CPU4"
trigger16 = command = "CPU5"
trigger17 = command = "CPU6"
trigger18 = command = "CPU7"
trigger19 = command = "CPU8"
trigger20 = command = "CPU9"
trigger21 = command = "CPU10"
trigger22 = command = "CPU11"
trigger23 = command = "CPU12"
trigger24 = command = "CPU13"
trigger25 = command = "CPU14"
trigger26 = command = "CPU15"
trigger27 = command = "CPU16"
trigger28 = command = "CPU17"
trigger29 = command = "CPU18"
trigger30 = command = "CPU19"
trigger31 = command = "CPU20"
trigger32 = command = "CPU21"
trigger33 = command = "CPU22"
trigger34 = command = "CPU23"
trigger35 = command = "CPU24"
trigger36 = command = "CPU25"
trigger37 = command = "CPU26"
trigger38 = command = "CPU27"
trigger39 = command = "CPU28"
trigger40 = command = "CPU29"
trigger41 = command = "CPU30"
trigger42 = command = "AI0"
trigger43 = command = "AI1"
trigger44 = command = "AI2"
trigger45 = command = "AI3"
trigger46 = command = "AI4"
trigger47 = command = "AI5"
trigger48 = command = "AI6"
trigger49 = command = "AI7"
trigger50 = command = "AI8"
trigger51 = command = "AI9"
trigger52 = command = "AI10"
trigger53 = command = "AI11"
trigger54 = command = "AI12"
trigger55 = command = "AI13"
trigger56 = command = "AI14"
trigger57 = command = "AI15"
var(59) = 8 ;1 ;8
ignorehitpause = 1

; [OMNI-SYNC] AI Helper Initialization with Config Helper (ID: 4645644)
; This block creates a persistent helper that serves as the AI's 'brain', allowing for complex state management and decision-making independent of the player's character states.
[State -3, Set-AI]
type = VarSet ; null;
triggerall = !RoundState
triggerall = IsHomeTeam
trigger1 = (TeamSide = 2)
trigger2 = (MatchNo > 1)
var(59) = 8 ;1 ;8
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(4645644)
helpertype = normal
name = "AIconfig"
ID = 4645644
stateno = 4645644
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(4645644)&&stateno != 4645644
value = 4645644

; IKEMEN/1.0+ Stability: Force AI Helper Persistence
[State -3, AI Helper Force]
type = ChangeState
triggerall = numhelper(4645644)
trigger1 = helper(4645644),stateno != 4645644
value = 4645644
ignorehitpause = 1
persistent = 1

; Manual Override: Turn OFF AI if 'Start' is held or Helper is killed
;[State -3, AI Deactivation]
;type = VarSet
;triggerall = var(59) > 0
;trigger1 = !numhelper(4645644)
;trigger2 = command = "holdback" && command = "start"
;trigger2 = time % 30 = 0
;v = 59
;value = 0
;ignorehitpause = 1

;[State -3, IKEMEN Buffer Reset]
;type = ParentVarSet
;trigger1 = !var(59) && numhelper(4645644)
;v = 59
;value = 0
;ID = 4645644
;ignorehitpause = 1

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(564546+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 564546+id
stateno = 564546
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(564546+id) && stateno != 564546
value = 564546



; Dynamic Cornerpush (Single-Pulse Logic)
[State -3, Omni-Adaptive Cornerpush]
type = Null;PosAdd
triggerall = numtarget
triggerall = !hitpausetime
; Only trigger on the VERY FIRST frame the target is hit
triggerall = target, time = 0
triggerall = target, gethitvar(hitshaketime) > 0
triggerall = target,statetype != A && !(target,hitfall)
; Only trigger if target is actually against a corner
trigger1 = (target,frontedgebodydist <= 0) && (target,gethitvar(xvel) > 0)
trigger2 = (target,backedgebodydist <= 0) && (target,gethitvar(xvel) < 0)
; Math: Instant pushback based on the move's intended power
x = (target,facing) * (target,gethitvar(xvel) * 0.8)
ignorehitpause = 1

[State -3, Edge Guard (Relative Correction)]
type = Null;PosAdd
triggerall = numtarget
trigger1 = frontedgebodydist < 0
x = -frontedgebodydist
ignorehitpause = 1

;===========================================================================
; UNIVERSAL GROUND-LOGIC & OTG SYSTEM (VAR-FREE & ADAPTIVE)
;===========================================================================

; [PART 1: ENEMY OTG LOCK]
; Forces the opponent to stay on the ground as long as you are attacking.
[State -2, Target: OTG Ground Lock]
type = Null;TargetState
triggerall = numtarget && !ishelper
; Logic: Only target enemies who are already lying down
triggerall = target, statetype = L ;&& target, anim = 5120
; Adaptability: Only lock them if you are actively attacking and nearby
trigger1 = movetype = A && p2dist x < 50
; Math: Force them to maintain their current state number
value = target, stateno
ignorehitpause = 1

; [PART 2: ADAPTIVE RELEASE]
; Dynamically releases the opponent when the combo ends or distance is too great.
[State -2, Target: Adaptive Release]
type = Null;TargetState
triggerall = numtarget && !ishelper
triggerall = target, stateno = 5120 ; Only run if they are in the lock-state
; Logic: Release if P1 stops attacking, P1 is hit, or P1 moves away
trigger1 = movetype != A || p2dist x > 80 || movehit = 0
value = 5120 ; Standard reset to 5120 allows MUGEN's "Get Up" timer to start
ctrl = 0
ignorehitpause = 1

[State -2, Omni Vacuum/Bind]
type = Null;TargetBind
triggerall = movehit
triggerall = !hitpausetime
; Only bind if the move is intended to be a "close-range" strike (Adjust 50 to preference)
trigger1 = target,gethitvar(xvel) < 2 
; Keep them exactly at their current distance to prevent "falling out" of combos
pos = (target, pos x - pos x) * facing, (target, pos y - pos y)
time = 1
ignorehitpause = 1

; Intelligent Stun Decay (Uses combo count math instead of timers)
[State -2, Dynamic Hitstun Modifier]
type = Null;TargetState
triggerall = numtarget
triggerall = p2movetype = H
; If combo is long (approx > 15 hits), force recovery
trigger1 = target,gethitvar(hitcount) > 15 
trigger1 = target,gethitvar(hitshaketime) = 0
value = 5050 ; Transition to air recovery state
ignorehitpause = 1

[State -2, Scaled Damage/Stun]
type = Null;HitAdd
trigger1 = 1
; This uses the internal engine scaling rather than fvar(11)
value = ifelse(target,gethitvar(hitcount) > 10, 0.5, 1.0)

[State -2, Intelligent Hitstun Decay]
type = Null;TargetLifeAdd
triggerall = numtarget && p2movetype = H
trigger1 = target,gethitvar(hitcount) > 10
; Dynamically reduce damage as combo gets longer (Damage * 0.9^hitcount)
value = -floor(target,gethitvar(damage) * (0.9 ** target,gethitvar(hitcount)))
ID = target,ID

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

;Suggestion: Do Not Activate These States if You Have Custom AI States that Conflict or I'd suggest: not at all.        
;===========================================================================
; CONSOLIDATED AI COMMAND EXECUTOR
;===========================================================================
[State -3, AI Execution & Clear]
type = Null;ChangeState
; Only execute if Bit 10 is active (1024) AND a command exists
triggerall = (var(50) & 1024) 
triggerall = RoundState = 2 && var(56) > 0
; Standard MUGEN execution windows (Control or MoveContact)
triggerall = Ctrl || (StateNo=[100,105]) || MoveContact
; Only execute if the target state actually exists (prevents trashing states)
trigger1 = StateType != L ; Not while lied down
value = var(56)
ignorehitpause = 1

[State -3, AI Buffer Cleanup]
type = Null;VarSet
; This MUST come after ChangeState. If ChangeState worked, we clear var(56).
; If ChangeState failed (because no Ctrl), we clear var(56) to prevent "stale" moves.
trigger1 = var(56) > 0
v = 56
value = 0
ignorehitpause = 1

;===========================================================================
; AI COMMAND EXECUTOR (BITWISE GATED)
;===========================================================================
[State -3, AI Execution]
type = Null;ChangeState
; GATE: Only execute if the Logic Bridge is high OR manual AI is set
triggerall = (var(50) & 1024) || var(59) > 0 
triggerall = RoundState = 2
triggerall = var(56) > 0  ; Move ID stored by the logic helper
triggerall = Ctrl || (StateNo=[100,105]) || MoveContact
trigger1 = 1
value = var(56)
ignorehitpause = 1

[State -3, AI Reset]
type = Null;VarSet
; Safety: Clear the command buffer only when the bridge is confirmed
trigger1 = (var(50) & 1024) || var(59) > 0
trigger1 = var(56) > 0
v = 56
value = 0
ignorehitpause = 1

;===========================================================================
; AI COMMAND EXECUTOR (LISTENS TO MAIN AI HELPER)
;===========================================================================
[State -3, AI Command Executor]
type = Null;ChangeState
; GATE: Ensures Parent and Helper are in perfect sync before state change
triggerall = (var(50) & 1024) || var(59) > 0
triggerall = RoundState = 2
trigger1 = var(56) > 0
trigger1 = ctrl
value = var(56)

[State -3, AI Command Buffer Reset]
type = Null;VarSet
; Clears the command if it wasn't executed within a 1-tick window
trigger1 = (var(50) & 1024) || var(59) > 0
trigger1 = var(56) > 0
trigger1 = time > 1
v = 56
value = 0


;AI Guard
[State -1, Stand guard]
type = ChangeState
triggerall = var(59) > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype != C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 130

[State -1, S-to-C guard]
type = ChangeState
triggerall = var(59) > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype = C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = stateno = 150
trigger1 = ctrl
value = 152

[State -1, Crouch guard]
type = ChangeState
triggerall = var(59) > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype = C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 131

[State -1, C-to-S guard]
type = ChangeState
triggerall = var(59) > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype != C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = stateno = 152
value = 150

[State -1, Air guard]
type = ChangeState
triggerall = var(59) > 0 && (roundstate = 2)
triggerall = StateType = A
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 132

;==================================================
;--- ADAPTIVE AI REACTIVE STATES (Universal & Robust) ---
;==================================================
; Combines physics checks from Common1 with AI Scaling.
; Includes Anti-Freeze logic for downed states.

[State -3, AI Air Recovery (High Air)]
type = Null;ChangeState
triggerall = var(59) > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5050 ; Falling
triggerall = CanRecover
triggerall = Vel Y > -1 ; Recover at apex or falling
triggerall = Pos Y < -20 ; High enough to air recover
; Logic: High AI always recovers, Low AI rolls dice based on level
trigger1 = (var(59) >= 7) || (var(59) >= 1)
trigger2 = Random < (100 * (var(59)**2 / 64.0))
value = 5210
ignorehitpause = 1

[State -3, AI Ground Recovery (Near Floor)]
type = Null;ChangeState
triggerall = var(59) > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5050 ; Falling
triggerall = GetHitVar(fall.recover)
triggerall = Vel Y > 0 ; Moving Down
triggerall = Pos Y >= -20 ; Close to ground (Physics check from your file)
; Logic: Higher chance to tech near ground to avoid OTG
trigger1 = (var(59) >= 6) || (var(59) >= 1)
trigger2 = Random < (200 * (var(59)**2 / 64.0))
value = 5200
ignorehitpause = 1

[State -3, AI Tactical Roll (From Liedown)]
type = Null;ChangeState
triggerall = var(59) > 0 && RoundState = 2 && Alive
triggerall = StateNo = [5100, 5110] ; Lying down states
triggerall = StateType = L
triggerall = MoveType = H
triggerall = CanRecover
; Logic: Tactical rolling (5201 from your common1).
trigger1 = (var(59) >= 8) || (var(59) >= 1)
trigger2 = Random < (150 * (var(59)**2 / 64.0))
value = 5201
ignorehitpause = 1

; --- ANTI-FREEZE FAILSAFE ---
; If the character is stuck lying down (State 5110) and hasn't rolled,
; force them to stand up (State 5120) so the fight continues.
[State -3, AI Force Get Up]
type = Null;ChangeState
triggerall = var(59) > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5110
triggerall = StateType = L
; If we've been lying down for over 60 ticks (standard liedown time), force get up.
trigger1 = Time > 60 
trigger2 = AnimTime = 0
value = 5120
ignorehitpause = 1




; --- Flip the Helper Gate Switch ---
[State -3, Set Helper Gate Var]
type = Null;VarSet
trigger1 = NumHelper(4645644) && NumHelper(564564456) && NumHelper(456564)
trigger1 = var(58) = 0
v = 58
value = 1
[State -3];変数設定
Type=Null;varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State -3];変数設定
Type=Null;varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear,alive,EnemyNear,ID,enemynear(1),ID)



;==================================================
;--- ADAPTIVE AI HELPER INITIALIZERS (-3) ---
;==================================================
;=== Initialize AI Tracker Helper ===

[State -3, Initialize AI Helper]
type = Helper
trigger1 = NumHelper(564564456) = 0
trigger1 = !NumHelper(564564456) 
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = !IsHelper
ID = 564564456
name = "SMART"
stateno = 564564456
pos = 0,0
postype = p1
facing = 1 ; ifelse(teamside = 1, 1, -1)
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

; Safety: Ensure helper stays in correct state
[State -3, Maintain Helper State]
type = ChangeState
trigger1 = IsHelper(564564456)
trigger1 = StateNo != 564564456
value = 564564456
persistent = 0


;=== Initialize AI Memory/Projectile Tracker ===

[State -3, Initialize AI Memory/Projectile Tracker]
type = Helper
trigger1 = var(59) > 0
trigger1 = NumHelper(456564) = 0
trigger1 = !NumHelper(456564) 
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = !IsHelper
name = "AI Memory And Projectile Tracker"
ID = 456564
stateno = 456564
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

; Safety: Ensure memory helper stays in correct state
[State -3, Maintain Memory Helper State]
type = ChangeState
trigger1 = IsHelper(456564)
trigger1 = StateNo != 456564
value = 456564
persistent = 0

; Cleanup stray or duplicate helpers between rounds
[State -3, Destroy Duplicate AI Helpers]
type = Null;DestroySelf
triggerall = IsHelper
trigger1 = !(ID = 564564456 || ID = 456564)
trigger1 = RoundState != 2
persistent = 0



; === Initialize AI Tracker Helper ===
[State -3, Initialize Adaptive AI Brain]
type = Null;Helper
trigger1 = NumHelper(564564456) = 0
ID = 564564456
name = "SMART"
stateno = 564564456
pos = 0,0
postype = p1
keyctrl = 1
ignorehitpause = 1

; === Initialize AI Memory/Projectile Tracker ===
[State -3, Initialize AI Memory Tracker]
type = Null;Helper
trigger1 = NumHelper(456564) = 0
ID = 456564
name = "AI Memory"
stateno = 456564
pos = 9999,9999
postype = p1
keyctrl = 0
ignorehitpause = 1


[State -3]
type = null;changestate
Trigger1 = ishelper(564564456)&&stateno != 564564456
value = 564564456


[State -3]
type = null;changestate
Trigger1 = ishelper(456564)&&stateno != 456564
value = 456564


        
[State -3,hpwp[]
Type = Helper
TriggerAll = var(59)>0
TriggerAll = !IsHelper
Trigger1 = NumHelper(245345) = 0
Name = "Defense"
StateNo = 245345
PosType = p1
Pos = 0,0
facing = -1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 245345

; --- Initializer for Advanced AI Logic Helper ---
[State -3, Create Advanced AI Logic Helper]
type = Null;Helper
trigger1 = var(59) > 0 && RoundState = 2
TriggerAll = !IsHelper
trigger1 = !numhelper(245345)
name = "AdvAILogic"
ID = 245345
stateno = 245345
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -3]
type = changestate
Trigger1 = ishelper(245345)&&stateno != 245345
value = 245345

;===========================================================================
; AI ACTIVATION & ROUND-END DATA SYNC
;===========================================================================

[State -3,AIxzu]
Type = VarSet
; Only sync if the AI Gate is open and the manual variable is active
Triggerall = (var(50) & 1024) || var(59) > 0
Trigger1 = NumHelper(245345) > 0
Trigger1 = Helper(245345), var(59) > 0
; Sync the parent's AI flag (59) to the helper's level
var(59) = Helper(245345), var(59)
IgnoreHitPause = 1

[State -3,AIX^Czu()]
Type = VarSet
; Checks for AI On, Round Over (3), and that the helper exists
TriggerAll = (var(50) & 1024) || var(59) > 0
TriggerAll = RoundState = 3
TriggerAll = NumHelper(245345) > 0
; Verification: Prevent redundant setting if the value is already correctly scaled
TriggerAll = var(57) != Helper(245345), Var(57) * 111
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
; This block stores a specific signature into var(57) to track AI behavior across rounds
var(57) = Helper(245345), Var(57) * 111
IgnoreHitPause = 1


[State -3]
type = changestate
Trigger1 = ishelper(245345)&&stateno != 245345
value = 245345

[State -3,[wp[1]
Type = Helper
TriggerAll = var(59)>0
TriggerAll = !IsHelper
Trigger1 = !NumHelper(678678)
Helpertype = Normal
Name = "Right"
Postype = p1
Facing = 1
StateNo = 678678
ID = 678678
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type = changestate
Trigger1 = ishelper(678678)&&stateno != 678678
value = 678678

[State -3,[wp[2]
Type = Helper
TriggerAll = var(59)>0
TriggerAll = !IsHelper
Trigger1 = !NumHelper(4574564353)
Helpertype = Normal
Name = "Left"
Postype = p1
Facing = -1
StateNo = 4574564353
ID = 4574564353
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type = changestate
Trigger1 = ishelper(4574564353)&&stateno != 4574564353
value = 4574564353


; Punish mfs that try to kill through mode
[State -3, Lifeset]
type = Lifeset
triggerall = alive && Roundstate = 2
triggerall = var(9) = [0,1]
trigger1 = helper(564564456),var(31)
value = lifemax*0.5

;Buffs if opp is unhittable
[State -3, LifeAdd]
type = LifeAdd
triggerall = life <= lifemax*0.4
triggerall = var(9) > 0
triggerall = timemod = 10,0
trigger1 = helper(564564456),var(28)
value = 1

[State -3, PowerAdd]
type = PowerAdd
triggerall = var(9) > 0
triggerall = timemod = 10,0
trigger1 = helper(564564456),var(28)
value = 1

[state ]
type=Null;hitoverride
;triggerall = var(2) = 0 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%2
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

[state ]
type=Null;hitoverride
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%3
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

[state ]
type=Null;hitoverride
;triggerall = var(2) = 2 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%4
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

;======================================================================
;Boosts and stuff
;----------------------------------------------------------------------
[State -2, Combo]
type = Null;VarSet
trigger1 = 1
fvar(8) = (GetHitVar(damage))
ignorehitpause = 1

[State -2, lifeadd support]
type = LifeAdd
;trigger1 = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
value = floor(0.1*gethitvar(damage))

[State -2, lifeadd support]
type = LifeAdd
;trigger1 = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
value = floor(0.2*gethitvar(damage))

[State -2]
type=  null;poweradd
trigger1 = movetype = A && time = 1
value = 40

[State -1]
type = null;poweradd
triggerall = alive = 1
trigger1 = (GameTime%7) = 1
value = 40

[State -2]
type = null;poweradd
trigger1 = movetype = A && movecontact
value = ceil(target,gethitvar(damage)*0.5)
ignorehitpause = 1

;ライフ自動回復（オートリジェネーションの設定）
[State -2, 1] 
type = null;lifeadd 
trigger1= (GameTime% 10 )=0 ;何フレーム（時間）ごとに回復するか
value = 5 ;回復量 

;パワー自動回復の実例
[State -2, 1]
type = null;poweradd
trigger1= (GameTime% 1 )=1 ;何フレーム（時間）ごとに回復するか
value = 100 ;回復量
;ignorehitpause = 1

;======================================================================
;--- Jogan Attack Multiplier System --- (without variable scaling)

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.3*GetHitVar(damage) 
ignorehitpause = 1

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.6*GetHitVar(damage) 
ignorehitpause = 1

;======================================================================
;--- Jogan Defence Multiplier System --- (with variable scaling)

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.3*fvar(8) 
ignorehitpause = 1

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.6*fvar(8) 
ignorehitpause = 1



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

[State -3, VarSet Reset Turns Mode]
type     = Null;Varset
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 = TeamMode = turns
var(43) = 0
var(44) = 0
var(15) = 0
var(16) = 0
fvar(9) = 0
fvar(18) = 0
fvar(37) = 0
fvar(16) = 0
fvar(15) = 0
fvar(14) = 0
fvar(33) = 0
fvar(32) = 0
fvar(31) = 0
fvar(30) = 0
fvar(29) = 0
fvar(28) = 0
fvar(27) = 0
fvar(26) = 0
fvar(25) = 0
fvar(24) = 0

[State -3, VarSet]
type     = Null;Varset
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall =(stateno=[1000,1599])
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
var(59) = 1000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=[1000,1599])
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(59) = ifelse(movetype=H,1000,-1000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=420)&&(prevstateno=1401)&&enemynear, movetype=H&&EnemyNear, Stateno>200&&movehit
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999])
var(59) = 10000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=1400)&&(stateno!=1402)&&(stateno!=420)
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999])
var(59) = ifelse(p2life>0&&(enemynear, statetype=L||enemynear, movetype!=H),10000,-10000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=820||stateno=1010) && EnemyNear, Stateno=[150,159]
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
trigger1=1
var(59) = 100000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
trigger1=((stateno!=[800,899])&&(stateno=[1000,1010]))||p2life<=0||(enemynear, movetype=H && EnemyNear, Stateno>200)
var(59) = ifelse(enemynear, movetype=H && EnemyNear, Stateno>200,-100000,100000)

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1 = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)<1000000 && win
var(59) = var(59)+1000000

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)>=1000000 && stateno=[3000,3099]
var(59) = var(59)-1000000

[State -2, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(59)>0
trigger1=RoundState !=2
v        = 59
value    =-var(59)

[State -2, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v        = 59
value    =-var(59)



;==================================================
;--- CUSTOM WARUSAKI3 STYLE AI ACTIVATION  ---
;==================================================

        
; If you want to use the Guard mode, Dummy mode, Distance, or Button jam dummy control
; options in Training mode without activating the dummy's AI while working on your
; character, then all you need to do is temporarily disable this controller.
; Or, if you want to permanently disable this controller in Training mode,
; then you could use the Training mode detection code available on my site
; ( http://www.shinmugen.net/winane/ ), and then just add a "(var(59)&63)>30"
; triggerall to this controller.
[State -3, AI Helper]
type = Helper
trigger1 = !var(59)
triggerall = !IsHelper
triggerall = !numhelper(564546)
triggerall = alive && roundstate=2
trigger1 = !NumPartner
trigger2 = !(Partner,SelfAnimExist(9999))
HelperType = normal
name = "AI Helper Activator"
ID = 564546
pos = 9999999,99999
StateNo = 564546
KeyCtrl = 1
PauseMoveTime = 999999999
SuperMoveTime = 999999999 

; It is very important that this controller NOT be moved to State -2, as putting
; it there would defeat the entire purpose of the controller, allowing the
; helper method or the XOR method to erroneously set the AI variable.
; And within State -3, don't put any ChangeState controllers before this
; controller, lest you unnecessarily delay your character's AI activation.
[State -3, GameTimeVar]
type = Null;VarSet
trigger1 = 1
var(57) = GameTime
IgnoreHitPause = 1


;===========================================================================
; UNIVERSAL AI HELPER INITIALIZERS
;===========================================================================
;These controllers create the universal AI helpers used by the AI system but use with caution, they cause... bugs/glitches where the Character's AI will kind of... ignore the character's Transformation triggers
[State -3, AI Activation Helper Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = !numhelper(564546)
triggerall = alive && roundstate=2
;trigger1 = !var(59)
trigger1 = 1
helpertype=normal
name="AI_Activator"
ID=564546
pos=9999,9999
stateno=564546
keyctrl=1
pausemovetime=65535
supermovetime=65535

        [State -3]
        type = changestate
        Trigger1 = ishelper(564546)&&stateno != 564546
        value = 564546
        
[state -3, Right Edge Detector Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
;trigger1 = !var(59)
trigger1 = 1
triggerall = !numhelper(456456)
helpertype = normal
name = "stageedge_right"
postype = left
stateno = 456456
ID = 456456
pos = 160,9999
facing = -1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(456456)&&stateno != 456456
        value = 456456
        
[state -3, Left Edge Detector Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
;trigger1 = !var(59)
trigger1 = 1
triggerall = !numhelper(68678)
helpertype = normal
name = "stageedge_left"
postype = left
stateno = 68678
ID = 68678
pos = -160,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(68678)&&stateno != 68678
        value = 68678
        
        
[state -3, AI Projectile Scanner Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
trigger1 = !var(59)
trigger1 = 1
triggerall = !numhelper(546456)
helpertype = normal
name = "ai_projectile_scanner"
postype = p1
stateno = 546456
ID = 546456
pos = 9999,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(546456)&&stateno != 546456
        value = 546456
        
        

;==================================================
;--- AI-GENERATED MOVEMENT STATES (from CMD) ---
;==================================================


;==================================================
;--- AI-GENERATED ATTACK STATES (from CMD) ---
;==================================================

;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-6
triggerall = enemynear,time >= 60-8* (var(59) * 86)/3 && random <= 100* (var(59) * 92)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-6
triggerall = enemynear,time >= 60-8* (var(59) * 93)/3 && random <= 100* (var(59) * 87)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-8
triggerall = enemynear,time >= 60-8* (var(59) * 64)/4 && random <= 100* (var(59) * 64)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 88)/2 && random <= 100* (var(59) * 91)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-9
triggerall = enemynear,time >= 60-8* (var(59) * 83)/4 && random <= 100* (var(59) * 91)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-5
triggerall = enemynear,time >= 60-8* (var(59) * 66)/3 && random <= 100* (var(59) * 74)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 95)/2 && random <= 100* (var(59) * 94)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-7
triggerall = enemynear,time >= 60-8* (var(59) * 85)/2 && random <= 100* (var(59) * 74)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 78)/4 && random <= 100* (var(59) * 90)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 141) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-9
triggerall = enemynear,time >= 60-8* (var(59) * 127)/2 && random <= 100* (var(59) * 146)/3
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 143) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-9
triggerall = enemynear,time >= 60-8* (var(59) * 111)/2 && random <= 100* (var(59) * 113)/3
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-3
triggerall = enemynear,time >= 60-8* (var(59) * 92)/2 && random <= 100* (var(59) * 83)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 65)/2 && random <= 100* (var(59) * 63)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 78) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-7
triggerall = enemynear,time >= 60-8* (var(59) * 93)/4 && random <= 100* (var(59) * 62)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-5
triggerall = enemynear,time >= 60-8* (var(59) * 60)/2 && random <= 100* (var(59) * 88)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 83)/3 && random <= 100* (var(59) * 70)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 74) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-7
triggerall = enemynear,time >= 60-8* (var(59) * 72)/3 && random <= 100* (var(59) * 78)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 84)/4 && random <= 100* (var(59) * 92)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-8
triggerall = enemynear,time >= 60-8* (var(59) * 93)/2 && random <= 100* (var(59) * 78)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-6
triggerall = enemynear,time >= 60-8* (var(59) * 73)/2 && random <= 100* (var(59) * 80)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = EnemyNear, Stateno < 2000 || EnemyNear, Stateno = helper(4645644),var(2)
triggerall = enemynear,time >= 60-8* (var(59) * 86)/4 && random <= 100* (var(59) * 60)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 92)/3 && random <= 100* (var(59) * 85)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 63)/3 && random <= 100* (var(59) * 61)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 63)/2 && random <= 100* (var(59) * 63)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 43) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 85)/3 && random <= 100* (var(59) * 76)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 58) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-10
triggerall = enemynear,time >= 60-8* (var(59) * 49)/2 && random <= 100* (var(59) * 44)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 375) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-8
triggerall = enemynear,time >= 60-8* (var(59) * 375)/3 && random <= 100* (var(59) * 302)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 400) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-14
triggerall = enemynear,time >= 60-8* (var(59) * 331)/4 && random <= 100* (var(59) * 335)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 348) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-14
triggerall = enemynear,time >= 60-8* (var(59) * 322)/4 && random <= 100* (var(59) * 350)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 385) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = EnemyNear, Stateno < 2000 || EnemyNear, Stateno = helper(4645644),var(2)
triggerall = enemynear,time >= 60-8* (var(59) * 379)/2 && random <= 100* (var(59) * 314)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 363) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-11
triggerall = enemynear,time >= 60-8* (var(59) * 351)/4 && random <= 100* (var(59) * 392)/4
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 347) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-18
triggerall = enemynear,time >= 60-8* (var(59) * 334)/2 && random <= 100* (var(59) * 352)/4
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 304) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-8
triggerall = enemynear,time >= 60-8* (var(59) * 318)/3 && random <= 100* (var(59) * 365)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 371) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-14
triggerall = enemynear,time >= 60-8* (var(59) * 386)/3 && random <= 100* (var(59) * 313)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 342) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-14
triggerall = enemynear,time >= 60-8* (var(59) * 386)/4 && random <= 100* (var(59) * 325)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 397) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = EnemyNear, Stateno < 2000 || EnemyNear, Stateno = helper(4645644),var(2)
triggerall = enemynear,time >= 60-8* (var(59) * 362)/4 && random <= 100* (var(59) * 349)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 327) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-11
triggerall = enemynear,time >= 60-8* (var(59) * 343)/2 && random <= 100* (var(59) * 370)/4
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 305) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-18
triggerall = enemynear,time >= 60-8* (var(59) * 374)/4 && random <= 100* (var(59) * 377)/3
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 62)/4 && random <= 100* (var(59) * 67)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-10
triggerall = enemynear,time >= 60-8* (var(59) * 111)/4 && random <= 100* (var(59) * 106)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 57) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = EnemyNear, Stateno < 2000 || EnemyNear, Stateno = helper(4645644),var(2)
triggerall = enemynear,time >= 60-8* (var(59) * 46)/2 && random <= 100* (var(59) * 42)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 41) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-10
triggerall = enemynear,time >= 60-8* (var(59) * 50)/3 && random <= 100* (var(59) * 53)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 116) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-9
triggerall = enemynear,time >= 60-8* (var(59) * 123)/2 && random <= 100* (var(59) * 120)/2
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 110) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-9
triggerall = enemynear,time >= 60-8* (var(59) * 116)/2 && random <= 100* (var(59) * 114)/2
triggerall = helper(4645644),var(18) <= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-7
triggerall = enemynear,time >= 60-8* (var(59) * 92)/2 && random <= 100* (var(59) * 95)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-6
triggerall = enemynear,time >= 60-8* (var(59) * 83)/3 && random <= 100* (var(59) * 75)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-6
triggerall = enemynear,time >= 60-8* (var(59) * 81)/4 && random <= 100* (var(59) * 60)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-8
triggerall = enemynear,time >= 60-8* (var(59) * 77)/3 && random <= 100* (var(59) * 85)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 70)/3 && random <= 100* (var(59) * 61)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-9
triggerall = enemynear,time >= 60-8* (var(59) * 65)/4 && random <= 100* (var(59) * 81)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-5
triggerall = enemynear,time >= 60-8* (var(59) * 65)/2 && random <= 100* (var(59) * 65)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-3
triggerall = enemynear,time >= 60-8* (var(59) * 61)/4 && random <= 100* (var(59) * 95)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 79) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 86)/4 && random <= 100* (var(59) * 82)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-7
triggerall = enemynear,time >= 60-8* (var(59) * 73)/4 && random <= 100* (var(59) * 62)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 88) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-5
triggerall = enemynear,time >= 60-8* (var(59) * 83)/3 && random <= 100* (var(59) * 90)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 76)/4 && random <= 100* (var(59) * 60)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-7
triggerall = enemynear,time >= 60-8* (var(59) * 87)/2 && random <= 100* (var(59) * 86)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 86)/4 && random <= 100* (var(59) * 95)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-8
triggerall = enemynear,time >= 60-8* (var(59) * 65)/4 && random <= 100* (var(59) * 89)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-6
triggerall = enemynear,time >= 60-8* (var(59) * 69)/2 && random <= 100* (var(59) * 63)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = EnemyNear, Stateno < 2000 || EnemyNear, Stateno = helper(4645644),var(2)
triggerall = enemynear,time >= 60-8* (var(59) * 78)/4 && random <= 100* (var(59) * 76)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 71)/2 && random <= 100* (var(59) * 64)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(4645644),var(2) && enemynear,time < helper(4645644),var(3)-4
triggerall = enemynear,time >= 60-8* (var(59) * 84)/2 && random <= 100* (var(59) * 93)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- ENHANCED/SMART AI LOGIC (NEWV12 Stacked) ---
;==================================================

;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 71)/2) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -6
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 76)/4) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -6
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 69)/4) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 77)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 72)/4) ;|| (P2BodyDist X <= 83)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -9
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 60)/4) ;|| (P2BodyDist X <= 74)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -5
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 89)/4) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 85)/2) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 87)/4) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 134) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 114)/2) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -9
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 127) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 123)/2) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -9
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 69)/2) ;|| (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 75) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 86)/4) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 64)/4) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 93)/2) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -5
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 60)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 78)/3) ;|| (P2BodyDist X <= 107)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/3) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 75)/4) ;|| (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 76)/2) ;|| (P2BodyDist X <= 80)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -6
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 65)/2) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -0
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 60)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 69)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 82)/4) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 45) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 82)/4) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 315) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 349)/4) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 368) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 327)/2) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -14
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 337) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 343)/2) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -14
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 321) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 344)/2) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -0
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 386) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 368)/3) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -11
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 369) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -18) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 302)/3) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -19
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -18
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 318) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 313)/3) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 335) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 304)/4) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -14
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 356) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 313)/4) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -14
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 381) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 324)/4) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -0
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 386) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 400)/2) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -11
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 304) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -18) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 364)/3) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -19
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -18
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 80)/4) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 109) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 80)/3) ;|| (P2BodyDist X <= 128)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -10
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 150) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 112)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -9
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 132) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 124)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = helper(4645644),var(18) <= 0
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -9
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 91)/3) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 90)/4) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -6
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 76) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 87)/2) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -6
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 66)/4) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 63) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 66)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 61)/3) ;|| (P2BodyDist X <= 83)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -9
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 62)/4) ;|| (P2BodyDist X <= 74)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -5
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/3) ;|| (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 85)/3) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 63)/3) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 71)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -5
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 86)/2) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 78)/2) ;|| (P2BodyDist X <= 107)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 79)/4) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 93) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 62)/3) ;|| (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 72)/3) ;|| (P2BodyDist X <= 80)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -6
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 74) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 71)/4) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -0
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 87)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 67) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 90)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(4645644),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Combo
[State -3, AI Chain: Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 330) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 100 || stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 392)/3)

[State -3, AI Chain: Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 356) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 360)/2)

[State -3, AI Chain: super_jump]
type = ChangeState
value = 700
triggerall = (Random % 1000) < ((var(59) * 45) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = statetype = S || statetype = C
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 420)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 52)/2)
; AI Chain Combo Logic (Translated from 'Crouch Hard Punch')

[State -3, AI Chain: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 210 || stateno = 240)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 65)/4)

[State -3, AI Chain: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 230 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 90)/2)

[State -3, AI Chain: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 80)/4)

[State -3, AI Chain: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 84)/3)

[State -3, AI Chain: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 82)/4)

[State -3, AI Chain: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 95) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 80)/4)

[State -3, AI Chain: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 88) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 67)/2)

[State -3, AI Chain: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 430)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 63)/4)

[State -3, AI Chain: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 79) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 81)/4)

[State -3, AI Chain: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 80)/4)

[State -3, AI Chain: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 61) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 72)/3)

[State -3, AI Chain: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 88)/2)

[State -3, AI Chain: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 200 || stateno = 400)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 62)/3)

[State -3, AI Chain: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 630)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 92)/4)

[State -3, AI Chain: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 600)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 72)/2)

[State -3, AI Chain: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 600)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 78)/3)

[State -3, AI Chain: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 82) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 600)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 61)/2)

[State -3, AI Chain: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 600)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 69)/4)

[State -3, AI Chain: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = var(59) > 0 && Roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
;triggerall = enemynear, movetype = H
;triggerall = !enemynear,canrecover
;triggerall = enemynear, statetype != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
; Inherited Triggers (Processed by clearcmd)
triggerall = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI-Specific Chain Triggers (Omni-Chunking System)
trigger1 = (stateno = 600)
trigger1 = (movehit = 1) && (random <= 950 * (var(59) * 68)/2)

[State -3, AI Combo (Unified): -> Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 49)/3)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 210 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 63) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 48)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 45)/3)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 52)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 69)/3)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 80) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 70)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = -2 && movehit = 1
trigger3 = stateno = 0 && movehit = 1
trigger4 = stateno = 10 && movehit = 1
trigger5 = stateno = 11 && movehit = 1
trigger6 = stateno = 12 && movehit = 1
trigger7 = stateno = 20 && movehit = 1
trigger8 = stateno = 40 && movehit = 1
trigger9 = stateno = 45 && movehit = 1
trigger10 = stateno = 50 && movehit = 1
trigger11 = stateno = 51 && movehit = 1
trigger12 = stateno = 52 && movehit = 1
trigger13 = stateno = 70 && movehit = 1
trigger14 = stateno = 100 && movehit = 1
trigger15 = stateno = 105 && movehit = 1
trigger16 = stateno = 106 && movehit = 1
trigger17 = stateno = 107 && movehit = 1
trigger18 = stateno = 108 && movehit = 1
trigger19 = stateno = 110 && movehit = 1
trigger20 = stateno = 115 && movehit = 1
trigger21 = stateno = 120 && movehit = 1
trigger22 = stateno = 130 && movehit = 1
trigger23 = stateno = 131 && movehit = 1
trigger24 = stateno = 132 && movehit = 1
trigger25 = stateno = 140 && movehit = 1
trigger26 = stateno = 150 && movehit = 1
trigger27 = stateno = 151 && movehit = 1
trigger28 = stateno = 152 && movehit = 1
trigger29 = stateno = 153 && movehit = 1
trigger30 = stateno = 154 && movehit = 1
trigger31 = stateno = 155 && movehit = 1
trigger32 = stateno = 170 && movehit = 1
trigger33 = stateno = 175 && movehit = 1
trigger34 = stateno = 180 && movehit = 1
trigger35 = stateno = 181 && movehit = 1
trigger36 = stateno = 182 && movehit = 1
trigger37 = stateno = 183 && movehit = 1
trigger38 = stateno = 184 && movehit = 1
trigger39 = stateno = 185 && movehit = 1
trigger40 = stateno = 190 && movehit = 1
trigger41 = stateno = 191 && movehit = 1
trigger42 = stateno = 192 && movehit = 1
trigger43 = stateno = 193 && movehit = 1
trigger44 = stateno = 194 && movehit = 1
trigger45 = stateno = 195 && movehit = 1
trigger46 = stateno = 196 && movehit = 1
trigger47 = stateno = 198 && movehit = 1
trigger48 = stateno = 199 && movehit = 1
trigger49 = stateno = 200 && movehit = 1
trigger50 = stateno = 210 && movehit = 1
trigger51 = stateno = 220 && movehit = 1
trigger52 = stateno = 230 && movehit = 1
trigger53 = stateno = 240 && movehit = 1
trigger54 = stateno = 250 && movehit = 1
trigger55 = stateno = 400 && movehit = 1
trigger56 = stateno = 410 && movehit = 1
trigger57 = stateno = 420 && movehit = 1
trigger58 = stateno = 430 && movehit = 1
trigger59 = stateno = 440 && movehit = 1
trigger60 = stateno = 450 && movehit = 1
trigger61 = stateno = 600 && movehit = 1
trigger62 = stateno = 610 && movehit = 1
trigger63 = stateno = 620 && movehit = 1
trigger64 = stateno = 630 && movehit = 1
trigger65 = stateno = 640 && movehit = 1
trigger66 = stateno = 650 && movehit = 1
trigger67 = stateno = 700 && movehit = 1
trigger68 = stateno = 701 && movehit = 1
trigger69 = stateno = 800 && movehit = 1
trigger70 = stateno = 810 && movehit = 1
trigger71 = stateno = 820 && movehit = 1
trigger72 = stateno = 821 && movehit = 1
trigger73 = stateno = 822 && movehit = 1
trigger74 = stateno = 850 && movehit = 1
trigger75 = stateno = 851 && movehit = 1
trigger76 = stateno = 852 && movehit = 1
trigger77 = stateno = 853 && movehit = 1
trigger78 = stateno = 1000 && movehit = 1
trigger79 = stateno = 1055 && movehit = 1
trigger80 = stateno = 1100 && movehit = 1
trigger81 = stateno = 1225 && movehit = 1
trigger82 = stateno = 1226 && movehit = 1
trigger83 = stateno = 1300 && movehit = 1
trigger84 = stateno = 1301 && movehit = 1
trigger85 = stateno = 1302 && movehit = 1
trigger86 = stateno = 1304 && movehit = 1
trigger87 = stateno = 1305 && movehit = 1
trigger88 = stateno = 1306 && movehit = 1
trigger89 = stateno = 1307 && movehit = 1
trigger90 = stateno = 1400 && movehit = 1
trigger91 = stateno = 1450 && movehit = 1
trigger92 = stateno = 1451 && movehit = 1
trigger93 = stateno = 1833 && movehit = 1
trigger94 = stateno = 1844 && movehit = 1
trigger95 = stateno = 1855 && movehit = 1
trigger96 = stateno = 1856 && movehit = 1
trigger97 = stateno = 1922 && movehit = 1
trigger98 = stateno = 1933 && movehit = 1
trigger99 = stateno = 1966 && movehit = 1
trigger100 = stateno = 1977 && movehit = 1
trigger101 = stateno = 1998 && movehit = 1
trigger102 = stateno = 1999 && movehit = 1
trigger103 = stateno = 2300 && movehit = 1
trigger104 = stateno = 2301 && movehit = 1
trigger105 = stateno = 2302 && movehit = 1
trigger106 = stateno = 3000 && movehit = 1
trigger107 = stateno = 3001 && movehit = 1
trigger108 = stateno = 3100 && movehit = 1
trigger109 = stateno = 3101 && movehit = 1
trigger110 = stateno = 3102 && movehit = 1
trigger111 = stateno = 3103 && movehit = 1
trigger112 = stateno = 3200 && movehit = 1
trigger113 = stateno = 3201 && movehit = 1
trigger114 = stateno = 3202 && movehit = 1
trigger115 = stateno = 3203 && movehit = 1
trigger116 = stateno = 3213 && movehit = 1
trigger117 = stateno = 3214 && movehit = 1
trigger118 = stateno = 3300 && movehit = 1
trigger119 = stateno = 3400 && movehit = 1
trigger120 = stateno = 3401 && movehit = 1
trigger121 = stateno = 3500 && movehit = 1
trigger122 = stateno = 3700 && movehit = 1
trigger123 = stateno = 3701 && movehit = 1
trigger124 = stateno = 3702 && movehit = 1
trigger125 = stateno = 3703 && movehit = 1
trigger126 = stateno = 3705 && movehit = 1
trigger127 = stateno = 3750 && movehit = 1
trigger128 = stateno = 4000 && movehit = 1
trigger129 = stateno = 4010 && movehit = 1
trigger130 = stateno = 4011 && movehit = 1
trigger131 = stateno = 4012 && movehit = 1
trigger132 = stateno = 4013 && movehit = 1
trigger133 = stateno = 4020 && movehit = 1
trigger134 = stateno = 4021 && movehit = 1
trigger135 = stateno = 4030 && movehit = 1
trigger136 = stateno = 4031 && movehit = 1
trigger137 = stateno = 4035 && movehit = 1
trigger138 = stateno = 5000 && movehit = 1
trigger139 = stateno = 5001 && movehit = 1
trigger140 = stateno = 5010 && movehit = 1
trigger141 = stateno = 5011 && movehit = 1
trigger142 = stateno = 5020 && movehit = 1
trigger143 = stateno = 5030 && movehit = 1
trigger144 = stateno = 5035 && movehit = 1
trigger145 = stateno = 5040 && movehit = 1
trigger146 = stateno = 5050 && movehit = 1
trigger147 = stateno = 5070 && movehit = 1
trigger148 = stateno = 5071 && movehit = 1
trigger149 = stateno = 5080 && movehit = 1
trigger150 = stateno = 5081 && movehit = 1
trigger151 = stateno = 5100 && movehit = 1
trigger152 = stateno = 5101 && movehit = 1
trigger153 = stateno = 5110 && movehit = 1
trigger154 = stateno = 5120 && movehit = 1
trigger155 = stateno = 5150 && movehit = 1
trigger156 = stateno = 5200 && movehit = 1
trigger157 = stateno = 5201 && movehit = 1
trigger158 = stateno = 5210 && movehit = 1
trigger159 = stateno = 5300 && movehit = 1
trigger160 = stateno = 5350 && movehit = 1
trigger161 = stateno = 5351 && movehit = 1
trigger162 = stateno = 5500 && movehit = 1
trigger163 = stateno = 5900 && movehit = 1
trigger164 = stateno = 6300 && movehit = 1
trigger165 = stateno = 6310 && movehit = 1
trigger166 = stateno = 6320 && movehit = 1
trigger167 = stateno = 6350 && movehit = 1
trigger168 = stateno = 7010 && movehit = 1
trigger169 = stateno = 7695 && movehit = 1
trigger170 = stateno = 7696 && movehit = 1
trigger171 = stateno = 8001 && movehit = 1
trigger172 = stateno = 8002 && movehit = 1
trigger173 = stateno = 8020 && movehit = 1
trigger174 = stateno = 8300 && movehit = 1
trigger175 = stateno = 8301 && movehit = 1
trigger176 = stateno = 8302 && movehit = 1
trigger177 = stateno = 8305 && movehit = 1
trigger178 = stateno = 8900 && movehit = 1
trigger179 = stateno = 9000 && movehit = 1
trigger180 = stateno = 9100 && movehit = 1
trigger181 = stateno = 9600 && movehit = 1
trigger182 = stateno = 9601 && movehit = 1
trigger183 = stateno = 9741 && movehit = 1
trigger184 = stateno = 10190 && movehit = 1
trigger185 = stateno = 10195 && movehit = 1
trigger186 = stateno = 11195 && movehit = 1
trigger187 = stateno = 11196 && movehit = 1
trigger188 = stateno = 12022 && movehit = 1
trigger189 = stateno = 15000 && movehit = 1
trigger190 = stateno = 15001 && movehit = 1
trigger191 = stateno = 15002 && movehit = 1
trigger192 = stateno = 19401 && movehit = 1
trigger193 = stateno = 19402 && movehit = 1
trigger194 = stateno = 19602 && movehit = 1
trigger195 = stateno = 19660 && movehit = 1
trigger196 = stateno = 30316 && movehit = 1
trigger197 = stateno = 32011 && movehit = 1
trigger198 = stateno = 33011 && movehit = 1
trigger199 = stateno = 40001 && movehit = 1
trigger200 = stateno = 40002 && movehit = 1
trigger201 = stateno = 40003 && movehit = 1
trigger202 = stateno = 40004 && movehit = 1
trigger203 = stateno = 77010 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 46)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
trigger1 = stateno = 610 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 55)/2)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
trigger1 = stateno = 620 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 51)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
trigger1 = stateno = 630 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 42)/3)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
trigger1 = stateno = 640 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 68)/2)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
trigger1 = stateno = 650 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 43)/2)
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 54)/4)
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 41)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 66)/4)
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 44)/3)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 850 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 47)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 134) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 68)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 123) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 60)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 83) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 48)/4)
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 1300 && movehit = 1
trigger17 = stateno = 1304 && movehit = 1
trigger18 = stateno = 1305 && movehit = 1
trigger19 = stateno = 1306 && movehit = 1
trigger20 = stateno = 1400 && movehit = 1
trigger21 = stateno = 1450 && movehit = 1
trigger22 = stateno = 2300 && movehit = 1
trigger23 = stateno = 2302 && movehit = 1
trigger24 = stateno = 3000 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 374) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI Combo Execution Triggers ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * (var(59) * 48)/4)
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 850 && movehit = 1
trigger16 = stateno = 1000 && movehit = 1
trigger17 = stateno = 1300 && movehit = 1
trigger18 = stateno = 1304 && movehit = 1
trigger19 = stateno = 1305 && movehit = 1
trigger20 = stateno = 1306 && movehit = 1
trigger21 = stateno = 1400 && movehit = 1
trigger22 = stateno = 1450 && movehit = 1
trigger23 = stateno = 2300 && movehit = 1
trigger24 = stateno = 2302 && movehit = 1
trigger25 = stateno = 3001 && movehit = 1
trigger26 = stateno = 3400 && movehit = 1
trigger27 = stateno = 3401 && movehit = 1
trigger28 = stateno = 3700 && movehit = 1
trigger29 = stateno = 4000 && movehit = 1
trigger30 = stateno = 4010 && movehit = 1
trigger31 = stateno = 4011 && movehit = 1
trigger32 = stateno = 4012 && movehit = 1
trigger33 = stateno = 8001 && movehit = 1
trigger34 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 210 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 400 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 850 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 410 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 420 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 60) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 850 && movehit = 1
trigger16 = stateno = 1000 && movehit = 1
trigger17 = stateno = 3000 && movehit = 1
trigger18 = stateno = 3001 && movehit = 1
trigger19 = stateno = 4012 && movehit = 1
trigger20 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 95) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 430 && movehit = 1
trigger11 = stateno = 440 && movehit = 1
trigger12 = stateno = 450 && movehit = 1
trigger13 = stateno = 800 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 119) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 850 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 123) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 1000 && movehit = 1
trigger16 = stateno = 3000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 306) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- Loop Execution Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
;triggerall = helper(4645644),var(52) > 0
triggerall = random <= 980
;triggerall = EnemyNear, StateType != L
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
trigger1 = stateno = 180 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 800 && movehit = 1
trigger15 = stateno = 850 && movehit = 1
trigger16 = stateno = 1000 && movehit = 1
trigger17 = stateno = 3001 && movehit = 1
trigger18 = stateno = 4012 && movehit = 1
trigger19 = stateno = 9600 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 88) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 71)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 80)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 72)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 89)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 89)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 67)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 94)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 67)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=10)*80)* (var(59) * 65)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=10)*80)* (var(59) * 77)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 89)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 72) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 78)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 92)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 75)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 75)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 74) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 73)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 90)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 68)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 84) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=4)*80)* (var(59) * 73)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 64) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=4)*80)* (var(59) * 63)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 64)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 88) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 61)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 72)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 81) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 85)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 84)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 92) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 85)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 84) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 81)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 82)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 92) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 91)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 63) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 75)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=22)*80)* (var(59) * 44)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=22)*80)* (var(59) * 45)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 93) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 84)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 87)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 93)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 93) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 61)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 70)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 64) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 93)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 68)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 90)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 77)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 79)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 95) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 72)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 64)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 75)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 89)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 75)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 51) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 70)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 49) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 44)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 59) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 42)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 360) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 390)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 364) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 353)/4) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 362) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 366)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 362) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger2 = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 303)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 329) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 370)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 342) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger2 = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 303)/4) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 377) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 313)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 388) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 346)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 2000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 314) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=12)*80)* (var(59) * 305)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 373) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=12)*80)* (var(59) * 370)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 3000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 351) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=19)*80)* (var(59) * 351)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 357) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=19)*80)* (var(59) * 362)/4) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Fist Flurry')

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 357) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 364)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 331) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 382)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 345) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 398)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 328) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger2 = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 343)/4) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 398) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 314)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 341) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger2 = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 325)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Shockwave')

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 321) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 326)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 341) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 338)/2) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 2000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 320) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=12)*80)* (var(59) * 372)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 369) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=12)*80)* (var(59) * 356)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 3000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 309) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=19)*80)* (var(59) * 301)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 325) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=19)*80)* (var(59) * 393)/3) ;|| (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 91)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 79)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 100) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 89)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-153 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 120) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-153 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 114)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 44)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 69) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 43)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 56) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 45)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 58) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 44)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=22)*80)* (var(59) * 67)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 40) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=22)*80)* (var(59) * 52)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'super_jump')

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 70)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 64)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Stand Light Punch')

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 75) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 71)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 73)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Stand medium Punch')

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 67) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 61)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 82)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Stand Strong Punch')

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 76)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 81)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Stand Light Kick')

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 84)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 86)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Standing medium Kick')

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=10)*80)* (var(59) * 66)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 82) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=10)*80)* (var(59) * 86)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Standing Strong Kick')

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 62)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 63)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Crouching Light Punch')

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=4)*80)* (var(59) * 84)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 81) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=4)*80)* (var(59) * 67)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Crouching medium Punch')

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 66)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 71)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Crouching Strong Punch')

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 84)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 93)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Crouching Light Kick')

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 87)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 86) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 80)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Crouching medium Kick')

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 81)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 64)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Crouching Strong Kick')

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 89)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 83) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 83)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Jump Light Punch')

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 81)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 79)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Jump medium Punch')

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 65)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 89)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Jump Strong Punch')

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 70)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 65)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Jump Light Kick')

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 88)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 64)/4) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Jump medium Kick')

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 82)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 92)/3) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI Chain Combo Logic (Translated from 'Jump Strong Kick')

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 67)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| MoveContact ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;|| MoveContact
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 67)/2) ;|| (MoveContact) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Throw
[State -1, throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 112) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 15 * (var(59) * 106)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = helper(4645644),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 115) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 15 * (var(59) * 109)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = helper(4645644),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 368) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 16 * (var(59) * 84)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 363) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 7 * (var(59) * 111)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = helper(4645644),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 304) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 16 * (var(59) * 108)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 310) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 7 * (var(59) * 97)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = helper(4645644),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 130) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 15 * (var(59) * 108)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = helper(4645644),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 138) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 0) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 15 * (var(59) * 90)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = helper(4645644),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 74)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 157* (var(59) * 68)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 157* (var(59) * 60)/4)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 200)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 89)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 136* (var(59) * 69)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 136* (var(59) * 87)/3)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 210)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 65) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 70)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 96* (var(59) * 61)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 96* (var(59) * 86)/3)

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 220)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 84)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 142* (var(59) * 83)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 142* (var(59) * 76)/3)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 80) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 230)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 81) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 79)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 96* (var(59) * 95)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 96* (var(59) * 94)/3)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 240)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 125* (var(59) * 75)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 125* (var(59) * 74)/2)

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 250)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 80)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 62* (var(59) * 78)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 62* (var(59) * 73)/4)

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 78)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 111* (var(59) * 83)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 55* (var(59) * 62)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 111* (var(59) * 67)/3)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 420)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 191 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 63)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 191* (var(59) * 85)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 191* (var(59) * 85)/3)

[State -1, ChangeState]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 600)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 114) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 800)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 136) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 850)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 78)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 166* (var(59) * 61)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 80* (var(59) * 76)/4) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* (var(59) * 62)/4)

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 400)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 63)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 125* (var(59) * 72)/4) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 62* (var(59) * 79)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 76) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 125* (var(59) * 94)/2)

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 410)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 73)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 111* (var(59) * 90)/4) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 55* (var(59) * 73)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 111* (var(59) * 66)/4)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 420)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 60)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 136* (var(59) * 76)/4) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 68* (var(59) * 93)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 136* (var(59) * 85)/3)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 430)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 86)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 142* (var(59) * 92)/4) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 71* (var(59) * 65)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 142* (var(59) * 62)/4)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 83) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 440)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 78) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 81 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 83)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 81* (var(59) * 75)/4) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 40* (var(59) * 84)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 86) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 81* (var(59) * 93)/4)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 450)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 52) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 42 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 52)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 42* (var(59) * 66)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 30* (var(59) * 42)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 42) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 42* (var(59) * 56)/3)

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 49) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = P2Dist X >= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 191 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 77)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 191* (var(59) * 85)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 191* (var(59) * 84)/4)

[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 600)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 151 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 72)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 151* (var(59) * 66)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 151* (var(59) * 79)/4)

[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 610)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 126 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 90)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 126* (var(59) * 85)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 126* (var(59) * 93)/4)

[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 620)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 74) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 202 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 62)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 202* (var(59) * 61)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 202* (var(59) * 70)/2)

[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 630)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 88)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 157* (var(59) * 86)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 157* (var(59) * 79)/3)

[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 640)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 78)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 157* (var(59) * 94)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 157* (var(59) * 67)/2)

[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 650)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 67)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 62* (var(59) * 84)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 62* (var(59) * 93)/3)

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 60) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 77)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 62* (var(59) * 86)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 59) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 62* (var(59) * 94)/3)

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 40) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 83 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 46)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 83* (var(59) * 50)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 40) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 83* (var(59) * 55)/3)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 41) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 321) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 360) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100)
triggerall = pos Y + vel Y * 14 + const(movement.yaccel) * 14 * 15 * 0.5 < 0
triggerall = (EnemyNear,Statetype = S || EnemyNear,Statetype = C)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 355) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103)
triggerall = pos Y + vel Y * 14 + const(movement.yaccel) * 14 * 15 * 0.5 < 0
triggerall = (EnemyNear,Statetype = S || EnemyNear,Statetype = C)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 375) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400)
triggerall = EnemyNear,Statetype = A
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 355) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = P2Dist X >= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 343) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = P2Dist X >= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 306) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 396) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100)
triggerall = pos Y + vel Y * 14 + const(movement.yaccel) * 14 * 15 * 0.5 < 0
triggerall = (EnemyNear,Statetype = S || EnemyNear,Statetype = C)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 393) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103)
triggerall = pos Y + vel Y * 14 + const(movement.yaccel) * 14 * 15 * 0.5 < 0
triggerall = (EnemyNear,Statetype = S || EnemyNear,Statetype = C)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 300) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400)
triggerall = EnemyNear,Statetype = A
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 358) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = P2Dist X >= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 356) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = P2Dist X >= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 80)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 62* (var(59) * 75)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 62* (var(59) * 66)/4)

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 96) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 108)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 52* (var(59) * 103)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 107) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 52* (var(59) * 109)/3)

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 100) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 61) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 45 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 56)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 45* (var(59) * 49)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 50) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 45* (var(59) * 49)/3)

[State -1, Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 46) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 83 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 83* (var(59) * 68)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 83* (var(59) * 40)/4)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 65) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 42 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 67)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 42* (var(59) * 67)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 30* (var(59) * 44)/4) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 42* (var(59) * 61)/3)

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_ground)
triggerall = var(59) > 0 && roundstate = 2
triggerall = P2Dist X >= 0
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 131) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 800)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 129) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 850)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 89)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 111* (var(59) * 81)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 55* (var(59) * 77)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 111* (var(59) * 79)/4)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 420)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 72) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 89)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 157* (var(59) * 85)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 157* (var(59) * 71)/2)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 200)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 87)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 136* (var(59) * 77)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 136* (var(59) * 92)/2)

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 210)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 95)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 96* (var(59) * 62)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 96* (var(59) * 95)/2)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 78) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 220)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 70)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 142* (var(59) * 89)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 142* (var(59) * 75)/4)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 230)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 93)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 96* (var(59) * 67)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 96* (var(59) * 60)/4)

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 240)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 74)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 125* (var(59) * 77)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 125* (var(59) * 95)/2)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 250)
triggerall = EnemyNear,Statetype = A
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 71)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 166* (var(59) * 60)/2) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 80* (var(59) * 90)/2) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* (var(59) * 60)/2)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 400)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 80) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 95)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 125* (var(59) * 79)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 62* (var(59) * 66)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 125* (var(59) * 63)/3)

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 410)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 91)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 111* (var(59) * 78)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 55* (var(59) * 78)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 111* (var(59) * 65)/4)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 420)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 69)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 136* (var(59) * 69)/3) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 68* (var(59) * 61)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 136* (var(59) * 80)/4)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 430)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 84)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 142* (var(59) * 77)/2) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 71* (var(59) * 94)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 142* (var(59) * 69)/4)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 440)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 81 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 94)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 81* (var(59) * 68)/4) ; Normal footsie chance
trigger2 = (enemynear, statetype = A && random <= 40* (var(59) * 67)/3) ; Higher chance vs airborne
;trigger5 = helper(564564456),var(34) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(32) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 81* (var(59) * 80)/4)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (ground_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 450)
triggerall = EnemyNear,Statetype = A
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 82) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 191 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 71)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 191* (var(59) * 64)/3) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 191* (var(59) * 67)/2)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 600)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 151 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 151* (var(59) * 67)/2) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 151* (var(59) * 75)/2)

[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 610)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 126 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 84)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 126* (var(59) * 63)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 126* (var(59) * 77)/2)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 620)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 202 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 202* (var(59) * 90)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 202* (var(59) * 79)/2)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 630)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 92) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 67)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 157* (var(59) * 72)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 80) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 157* (var(59) * 64)/4)

[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 640)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 61)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (random <= 157* (var(59) * 78)/4) ; Normal footsie chance
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 157* (var(59) * 81)/3)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
; AI Omni-Predictive Footsie (air_to_air)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0)
triggerall = (stateno != 650)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- AI-GENERATED COMBO BREAKERS / BURSTS ---
;==================================================
[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3100
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3103
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Guard


; --- STABLE AMALGAMATED AI GUARD SYSTEM ---
; Combined the advanced detection of the former with the stability/triggers of the latter.

[State -3, Unified Guard Entry]
type = ChangeState
; We target 120 (Guard Start) for a natural transition
value = 120
triggerall = var(59) > 0 && roundstate = 2
triggerall = ctrl && stateno != [120, 155]
; STABILITY CHECK: Only guard if enemy is attacking or has a projectile out
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0) || numexplod(33330001)
triggerall = !(enemynear, hitdefattr = SCA, AT)
; Trigger logic (Distance + Helpers)
trigger1 = inguarddist
trigger2 = numhelper(4645644) && helper(4645644), inguarddist
ignorehitpause = 1

[State -3, Mid-Guard Height Adjustment (Stand)]
type = ChangeState
triggerall = var(59) > 0 && (stateno = [150, 153])
triggerall = ctrl
; If enemy is NOT crouching, move to Standing Guard Hit
trigger1 = (enemynear, statetype != C) && (stateno != [150, 151])
value = 150
ignorehitpause = 1

[State -3, Mid-Guard Height Adjustment (Crouch)]
type = ChangeState
triggerall = var(59) > 0 && (stateno = [150, 153])
triggerall = ctrl
; If enemy IS crouching, move to Crouching Guard Hit
trigger1 = (enemynear, statetype = C) && (stateno != [152, 153])
value = 152
ignorehitpause = 1

[State -3, Air Guard Emergency]
type = ChangeState
value = 132 
triggerall = var(59) > 0 && statetype = A && ctrl
triggerall = stateno != [120, 155]
; STABILITY CHECK
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = inguarddist || numexplod(33330001)
ignorehitpause = 1

; --- ADVANCED PROJECTILE DETECTION ---
[State -3, Guard Logic Explod]
type = Explod
triggerall = var(59) > 0 && numhelper(456564)
triggerall = ctrl && stateno != [120, 159]
; Only fire the math check if the enemy is actually in an attack state
triggerall = (enemynear, movetype = A)
triggerall = statetype != A && numexplod(33330001) = 0
trigger1 = PlayerIdExist(helper(456564), var(3)) 
trigger1 = PlayerID(helper(456564), var(3)), pos y > -60 
trigger1 = PlayerID(helper(456564), var(3)), vel x != 0.0 
trigger1 = ceil(((PlayerID(helper(456564),var(3)), pos x - pos x )* facing) / PlayerID(helper(456564),var(3)), vel x ) = floor(abs(const(velocity.jump.y)) / const(movement.yaccel))
anim = helper(456564), anim 
ID = 33330001
removetime = 1 

[State -3, Guard Logic SysVar]
type = Varset
triggerall = var(59) > 0
trigger1 = numexplod(33330001)
sysvar(1) = 1

; --- FINAL POSITION LOGIC ---
[State -3, Unified Guard ChangeState]
type = ChangeState
triggerall = var(59) > 0 && roundstate = 2
triggerall = ctrl && stateno != [120, 159]
triggerall = !(enemynear, hitdefattr = SCA, AT)
; STABILITY CHECK: Prevents the AI from randomly stopping mid-walk/attack
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
; Detection Triggers
trigger1 = inguarddist
trigger2 = numhelper(4645644) && helper(4645644), inguarddist
trigger3 = numexplod(33330001)
; Logic: If Air -> 132. Else if Enemy Crouch -> 131. Else -> 130.
value = ifelse(statetype = A, 132, ifelse(enemynear, statetype = C, 131, 130))
ignorehitpause = 1

        
;==================================================
;--- UNIVERSAL GUARD COMMAND AI (Generated) ---
;==================================================
[State -1, AI Ground Guard]
type = Null;ChangeState
value = 120
triggerall = var(59) > 0 && Roundstate = 2
triggerall = !Ishelper && EnemyNear,Alive
triggerall = Statetype != A
triggerall = (ctrl) && (Stateno != [120,140))
triggerall = !(EnemyNear,hitdefattr = sca,at)
triggerall = !(Ceil(Helper(97530),FVar(39)) & 2**0)
triggerall = (Helper(97530),FVar(32) < 1000 - (((6-59)**2) - 1) * 25) || (EnemyNear,Time > (((((6-59)**2) - 1) * 25)/25)) || var(59) = 5
trigger1 = Inguarddist || (!InGuardDist && EnemyNear,P2dist X < 5 && P2bodydist X < 60 && EnemyNear,Statetype = A && (EnemyNear,HitDefAttr = A,AA || EnemyNear,Movetype = A))
trigger2 = EnemyNear,Numproj > 0 || (EnemyNear,Numhelper > Helper(97530),FVar(35) && (EnemyNear,Movetype = A || Random > 750))
trigger2 = Helper(97531),Inguarddist && Helper(97530),FVar(38)/1000 > 0

[State -1, AI Air Guard]
type = Null;ChangeState
value = 120
triggerall = var(59) > 0 && Roundstate = 2
triggerall = !Ishelper && EnemyNear,Alive
triggerall = Statetype = A
triggerall = ctrl
triggerall = !(EnemyNear,hitdefattr = sca,at)
triggerall = !(Ceil(Helper(97530),FVar(39)) & 2**0)
triggerall = (Helper(97530),FVar(32) < 1000 - (((6-59)**2) - 1) * 25) || (EnemyNear,Time > (((((6-59)**2) - 1) * 25)/25)) || var(59) = 5
trigger1 = Inguarddist
trigger2 = !InGuardDist && EnemyNear,P2dist X < 5 && P2bodydist X < 60 && (EnemyNear,HitDefAttr = SCA,AA || (EnemyNear,Movetype = A && EnemyNear,Statetype = A))


;==================================================
;--- INTEGRATED WARUSAKI3-STYLE GUARD LOGIC ---
;==================================================

;=============================================
;ガード (Generated by Script)
;=============================================
[State -1, 汎用ガード]
type = Null;ChangeState
value = 120
triggerall = var(59) > 0 && roundstate = 2
triggerall = !helper(68678),var(0) || (helper(68678),var(0) = 3 && helper(68678),var(2))
triggerall = numenemy > 0 || power >= 1000
triggerall = ctrl && stateno != [120,155]
triggerall = !(enemynear,hitdefattr = SCA,AT)
triggerall = numhelper(68678)
triggerall = numhelper(546456)
triggerall = inguarddist || helper(68678),var(10)&2**3 || (enemy,numproj && enemynear,p2dist x>=0 && p2bodydist x<=120 && p2bodydist y>=-120)
triggerall = inguarddist || (helper(546456),inguarddist && random < (1.0-life*1.0/lifemax)*300)
triggerall = random < 500+(random%(100+(enemynear,time>=15)*100+(enemynear,time>=7)*100+(enemynear, statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || var(59) >= 7
triggerall = var(59) < 8 || random < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AP
trigger1 = !(helper(68678),var(35) || EnemyNear, Stateno=helper(68678),var(18) || enemynear,p2dist x < 0)
trigger1 = !helper(456456),fvar(0) || !enemynear,movecontact
trigger2 = enemy,numproj || helper(546456),var(58)&2**10
trigger3 = enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP)
trigger4 = helper(68678),var(10)&2**3
trigger5 = helper(546456),var(2)=5
trigger6 = inguarddist
trigger6 = !(enemynear,hitdefattr = SCA,AA,AP)
trigger6 = !(enemy,numproj || helper(546456),var(58)&2**10)
trigger6 = !(enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP))
trigger6 = !(helper(68678),var(10)&2**3)
trigger6 = !(helper(546456),var(2)=5)
trigger6 = !(enemynear,stateno = [200,999])

[State -1, Guard Flag Control]
type = Null;AssertSpecial
trigger1 = var(59) >= 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


;=============================================
;緊急用回避 (Emergency Evade - Generated)
;=============================================
[State -1, 緊急用回避]
type = Null;ChangeState
value = ifelse(backedgedist >= 90 && (frontedgebodydist < 90 || random < 666), 105, 0) ;replace 800 with a grab state
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype != A
triggerall = power < 1000
triggerall = !helper(68678),var(40)
triggerall = !helper(456456),fvar(24)
triggerall = !helper(68678),var(0) || (helper(68678),var(0) = 3 && helper(68678),var(2))
triggerall = enemynear,ID != [0,1]
triggerall = (facing != enemynear,facing && enemynear,p2dist x >= 0)
triggerall = ctrl && stateno != [120,155]
triggerall = !(enemynear,hitdefattr = SCA,AT)
triggerall = numhelper(68678)
triggerall = numhelper(546456)
triggerall = inguarddist || helper(68678),var(10)&2**3
triggerall = random < 500+(random%(100+(enemynear,time>=15)*100+(enemynear,time>=7)*100+(enemynear, statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || var(59) >= 7
triggerall = enemynear, movetype != H
triggerall = var(59) < 8 || random < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AP
trigger1 = !(helper(68678),var(35) || EnemyNear, Stateno=helper(68678),var(18) || enemynear,p2dist x < 0)
trigger1 = !helper(456456),fvar(0) || !enemynear,movecontact
trigger2 = enemy,numproj || helper(546456),var(58)&2**10
trigger3 = enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP)
trigger4 = helper(68678),var(10)&2**3
trigger5 = helper(546456),var(2)=5
trigger6 = inguarddist
trigger6 = !(enemynear,hitdefattr = SCA,AA,AP)
trigger6 = !(enemy,numproj || helper(546456),var(58)&2**10)
trigger6 = !(enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP))
trigger6 = !(helper(68678),var(10)&2**3)
trigger6 = !(helper(546456),var(2)=5)
trigger6 = !(enemynear,stateno = [200,999])


;==================================================
;--- PERSISTENT/AGGRESSIVE AI LOGIC (OLDV12 Stacked) ---
;==================================================

;Persistent Fight
[State -3, Persistent Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 157 * (var(59) * 68)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 83)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 136 * (var(59) * 91)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 75)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 96 * (var(59) * 94)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 142 * (var(59) * 88)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 77)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 96 * (var(59) * 74)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 75)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 125 * (var(59) * 66)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 94)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 62 * (var(59) * 84)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 111 * (var(59) * 94)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 55* (var(59) * 81)/4)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 74)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 191 * (var(59) * 62)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 191 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * (var(59) * 73)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 80* (var(59) * 92)/4)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 72)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 125 * (var(59) * 63)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 62* (var(59) * 85)/2)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 75)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 82) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 111 * (var(59) * 73)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 55* (var(59) * 67)/3)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 72)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 136 * (var(59) * 69)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 68* (var(59) * 75)/3)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 76) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 142 * (var(59) * 88)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 71* (var(59) * 68)/3)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 77)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 81 * (var(59) * 85)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 40* (var(59) * 88)/4)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 81 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 73)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 46) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 42 * (var(59) * 53)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 30* (var(59) * 52)/2)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 42 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 66)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 61) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 191 * (var(59) * 64)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 191 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 64)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 151 * (var(59) * 67)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 151 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 64)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 126 * (var(59) * 75)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 126 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 93)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 202 * (var(59) * 62)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 202 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 157 * (var(59) * 65)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 90)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 157 * (var(59) * 89)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 93)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 62 * (var(59) * 87)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 67)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 53) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 62 * (var(59) * 71)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 67) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 83 * (var(59) * 40)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 83 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 55)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 62 * (var(59) * 80)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 62 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 110) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 52 * (var(59) * 95)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 94)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 55) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 45 * (var(59) * 44)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 45 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 45)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 83 * (var(59) * 45)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 83 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 51)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 59) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 42 * (var(59) * 41)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 30* (var(59) * 42)/3)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 42 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 46)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 111 * (var(59) * 85)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 55* (var(59) * 60)/4)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 61)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 157 * (var(59) * 79)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 73)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 136 * (var(59) * 89)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 75)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 82) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 96 * (var(59) * 63)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 89)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 142 * (var(59) * 74)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 94)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 96 * (var(59) * 64)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 96 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 77)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 125 * (var(59) * 69)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 70)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1

[State -3, Persistent Footsie: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 65) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * (var(59) * 74)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 80* (var(59) * 88)/3)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 84)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 60) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 125 * (var(59) * 63)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 62* (var(59) * 65)/4)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 125 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 61)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 111 * (var(59) * 92)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 55* (var(59) * 70)/2)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 111 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 63)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 136 * (var(59) * 92)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 68* (var(59) * 63)/4)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 142 * (var(59) * 88)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 71* (var(59) * 89)/4)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 67)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 81 * (var(59) * 65)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (enemynear, statetype = A && random <= 40* (var(59) * 66)/2)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 81 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
; AI: Use as a low sweep (Helper Logic)
trigger2 = helper(4645644),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(4645644),var(48) = 1
trigger5 = helper(4645644),var(47) = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 191 * (var(59) * 86)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 191 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 76) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 151 * (var(59) * 74)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 151 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 64)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(4645644),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 126 * (var(59) * 70)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 126 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 80)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 202 * (var(59) * 86)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 202 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 91)/4
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
; AI: Use as a Divekick (Helper Logic)
trigger2 = p2dist x > 40 && p2dist y > 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Footsie: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 157 * (var(59) * 72)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 62)/3
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1

[State -3, Persistent Footsie: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(4645644),inguarddist && enemynear, statetype != L
triggerall = (random <= 157 * (var(59) * 78)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 88)/2
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(4645644),var(49) = 1
trigger4 = helper(4645644),var(47) <= 1


;Persistent Combo
[State -3, Persistent Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 81)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 94)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 90)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 83) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 85)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=10)*80)* (var(59) * 78)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 63) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 75)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 93)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 95)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 94)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=4)*80)* (var(59) * 62)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 61)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 90)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 68)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 87)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 86)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 52) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=22)*80)* (var(59) * 68)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 69)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 69)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 77)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 72)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 94)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 64) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 86)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 93)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 42) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 88)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 50) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 54)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 329) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 396)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 357) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 379)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 396) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 359)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 386) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 392)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 397) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=12)*80)* (var(59) * 359)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 313) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=19)*80)* (var(59) * 386)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 325) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 372)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 336) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 375)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 350) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=15)*80)* (var(59) * 353)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 398) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 396)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 349) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=12)*80)* (var(59) * 317)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 358) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=19)*80)* (var(59) * 312)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 89)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 117) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 117)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-153 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 56) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 70)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 44) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=11)*80)* (var(59) * 40)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=22)*80)* (var(59) * 61)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 64)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 83)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 72) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 64)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 82) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 77)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 69)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=10)*80)* (var(59) * 72)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 77)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 67) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=4)*80)* (var(59) * 84)/2) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 77)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 85)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=6)*80)* (var(59) * 72)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 88) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 94)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=8)*80)* (var(59) * 87)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 86)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 79) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=9)*80)* (var(59) * 94)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=7)*80)* (var(59) * 88)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=1)*80)* (var(59) * 62)/4) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 60)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 82) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(4645644),var(17)=5)*80)* (var(59) * 91)/3) ;|| (MoveContact) || (MoveHit)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Persistent Chance
[State -3, Persistent Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 82)/3) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 71)/2) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 65)/2) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 61) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 74)/2) ;|| (P2BodyDist X <= 83)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 69)/2) ;|| (P2BodyDist X <= 74)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 82)/2) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 75)/4) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 67)/2) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 122) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 120)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 112) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 126)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/3) ;|| (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 62)/2) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 79)/3) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 67) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 71)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 86)/2) ;|| (P2BodyDist X <= 107)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 94)/4) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 62)/3) ;|| (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 82) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 90)/4) ;|| (P2BodyDist X <= 80)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 80)/2) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 66)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 78)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 78)/4) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 54) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 66)/4) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 364) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 316)/4) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 369) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 379)/4) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 345) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 348)/4) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 340) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 355)/2) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 309) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 384)/4) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 384) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -18) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 326)/4) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -19
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 371) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 395)/2) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 347) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 387)/3) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 349) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -14) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 324)/3) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 324) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 323)/2) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 389) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 318)/2) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 362) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -18) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 345)/2) ;|| (P2BodyDist X <= 131)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -19
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 79)/2) ;|| (P2BodyDist X <= 119)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 81) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 101)/2) ;|| (P2BodyDist X <= 128)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 120) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 123)/2) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 135) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(4645644),var(18) <= 0
triggerall = (random <= 113 * (var(59) * 150)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 64)/2) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 67)/4) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 83) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/4) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 95)/4) ;|| (P2BodyDist X <= 86)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 67)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 81) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 60)/3) ;|| (P2BodyDist X <= 83)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 66)/2) ;|| (P2BodyDist X <= 74)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 69)/2) ;|| (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 72)/2) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 63)/3) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 83)/2) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 72) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 87)/3) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 68)/2) ;|| (P2BodyDist X <= 107)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 84)/4) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 76)/2) ;|| (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 78)/2) ;|| (P2BodyDist X <= 80)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 71)/3) ;|| (P2BodyDist X <= 65)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 86)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(4645644),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * (var(59) * 74)/4) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Persistent Wake-up
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 74)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 76)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 520 * (var(59) * 79)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 526 * (var(59) * 63)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 83)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 47) / 2)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 524 * (var(59) * 64)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 490 * (var(59) * 50)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 389) / 3)
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 333)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 357) / 2)
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 338)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 373) / 4)
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 147 * (var(59) * 307)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 301) / 3)
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 310)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 311) / 4)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 305)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 344) / 2)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 147 * (var(59) * 397)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 47) / 4)
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 490 * (var(59) * 45)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 55) / 4)
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 524 * (var(59) * 63)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 78)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 70)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 520 * (var(59) * 89)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 526 * (var(59) * 89)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 81)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- INTEGRATED WARUSAKI3-STYLE ATTACK LOGIC ---
;==================================================
[State -3, Warusaki3 Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 50 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 84)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 50* (var(59) * 80)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 44 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 78)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 44* (var(59) * 62)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 33 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 62)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 33* (var(59) * 82)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 69) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 73)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 65)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 33 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 33* (var(59) * 73)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 41 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 60)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 41* (var(59) * 81)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 27 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 88)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 27* (var(59) * 76)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 37 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 72)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 37* (var(59) * 91)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 54 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 54* (var(59) * 71)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 61)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 52* (var(59) * 68)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 41 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 77)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 41* (var(59) * 74)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 81) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 37 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 87)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 37* (var(59) * 84)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 44 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 60)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 44* (var(59) * 80)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 90) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 66)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 71)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 28 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 74)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 28* (var(59) * 82)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 42) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 18 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 70)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 18* (var(59) * 68)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -21
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 83) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 54 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 65)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 54* (var(59) * 80)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 44 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 44* (var(59) * 66)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 37 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 85)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 37* (var(59) * 94)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 57 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 79)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 57* (var(59) * 68)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 88)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 60)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 90)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 66)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 27 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 63)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 27* (var(59) * 92)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 27 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 82)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 27* (var(59) * 79)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 38 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 59)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 38* (var(59) * 52)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 27 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 69)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 27* (var(59) * 95)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 83) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 23 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 93)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 23* (var(59) * 104)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 47) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 16 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 40)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 16* (var(59) * 44)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 38 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 60)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 38* (var(59) * 59)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 49) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 18 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 64)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 18* (var(59) * 62)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -21
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 37 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 89)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 37* (var(59) * 69)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 50 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 83)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 50* (var(59) * 72)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 44 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 94)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 44* (var(59) * 87)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 33 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 95)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 33* (var(59) * 86)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 95)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 66)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 33 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 80)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 33* (var(59) * 80)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 41 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 78)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 41* (var(59) * 88)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 76)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 52* (var(59) * 64)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 41 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 71)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 41* (var(59) * 68)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 37 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 75)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 37* (var(59) * 76)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 44 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 93)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 44* (var(59) * 76)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 73)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 28 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 93)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 28* (var(59) * 74)/3)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 54 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 68)/2)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 54* (var(59) * 85)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 44 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 63)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 44* (var(59) * 78)/2)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 37 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 84)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 37* (var(59) * 60)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 57 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 81)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 57* (var(59) * 62)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 95) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 66)/3)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 75)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Footsie: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * (var(59) * 88)/4)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
trigger1 = (random <= 46* (var(59) * 92)/4)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 63)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 78) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 74)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 83)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 78) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 60)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 70)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 94)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 92)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 78)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 90)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 79)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 90)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 64)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 91)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 78) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 88)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 69) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 82)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 55) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 51)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 80) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 61)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 69)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 86)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 80)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 84) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 92)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 76)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 73)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 53) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 66)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 40) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 66)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 335) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 369)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 396) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger1 = (random <= 950 * (var(59) * 383)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 376) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger1 = (random <= 950 * (var(59) * 345)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 390) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 389)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 386) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 397)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 303) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 315)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 392) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 399)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 362) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger1 = (random <= 950 * (var(59) * 337)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 329) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger1 = (random <= 950 * (var(59) * 349)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 315) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 311)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 338) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 324)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 349) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 352)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 94)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 96) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-153 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 110)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 55) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 41)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 63)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 56) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 66)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 75)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 71)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 63)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 92)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 76)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 76)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 83)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 83) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 82)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 65)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 72)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 90)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 72)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 74) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 74)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 89)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 75)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 76)/4) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 61)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 74)/2) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * (var(59) * 87)/3) ; High-confidence cancel
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * (var(59) * 61)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 74)/3 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * (var(59) * 87)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 78)/3 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * (var(59) * 63)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 62)/4 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 86)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 69)/4 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * (var(59) * 93)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 67)/2 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = random <= 400 * (var(59) * 63)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 85)/3 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 91)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 72)/3 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * (var(59) * 89)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 68)/2 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 60)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 69)/3 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 120) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * (var(59) * 122)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 139)/2 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 141) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * (var(59) * 135)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 135)/3 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -3
trigger1 = random <= 400 * (var(59) * 90)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 64)/3 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 94)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 87)/2 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * (var(59) * 88)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 90)/2 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = random <= 400 * (var(59) * 82)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 77)/4 * 100)/4)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 76)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 78)/2 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * (var(59) * 95)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 82)/4 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 68)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 61)/2 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 74) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * (var(59) * 64)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 88)/4 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * (var(59) * 71)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 81)/2 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -0
trigger1 = random <= 400 * (var(59) * 90)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 87)/3 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 64)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 76)/3 * 100)/7)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 92)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 62)/4 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 77) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 68)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 72)/3 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 42) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 87)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 79)/4 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 387) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * (var(59) * 386)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 303)/3 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 390) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
trigger1 = random <= 400 * (var(59) * 304)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 395)/4 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 394) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
trigger1 = random <= 400 * (var(59) * 344)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 359)/3 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 396) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -0
trigger1 = random <= 400 * (var(59) * 337)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 341)/4 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 367) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -11
trigger1 = random <= 400 * (var(59) * 363)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 391)/3 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 342) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -18
trigger1 = random <= 400 * (var(59) * 391)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 392)/2 * 100)/7)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 321) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * (var(59) * 303)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 322)/3 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 368) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
trigger1 = random <= 400 * (var(59) * 350)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 315)/3 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 356) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
trigger1 = random <= 400 * (var(59) * 324)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 301)/2 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 368) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -0
trigger1 = random <= 400 * (var(59) * 326)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 398)/3 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 358) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -11
trigger1 = random <= 400 * (var(59) * 386)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 322)/3 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 342) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -18
trigger1 = random <= 400 * (var(59) * 328)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 345)/2 * 100)/4)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 75)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 79)/4 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 102) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
trigger1 = random <= 400 * (var(59) * 85)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 82)/2 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 138) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * (var(59) * 150)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 129)/3 * 100)/4)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 114) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * (var(59) * 139)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 140)/2 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * (var(59) * 92)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 81)/4 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * (var(59) * 62)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 84)/3 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * (var(59) * 92)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 91)/3 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * (var(59) * 86)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 95)/2 * 100)/4)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 66)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 67)/2 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * (var(59) * 82)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 95)/2 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = random <= 400 * (var(59) * 80)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 68)/3 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -3
trigger1 = random <= 400 * (var(59) * 71)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 92)/3 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 89)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 68)/2 * 100)/4)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * (var(59) * 93)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 82)/4 * 100)/6)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = random <= 400 * (var(59) * 62)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 65)/4 * 100)/5)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 80)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 90)/2 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * (var(59) * 88)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 79)/4 * 100)/3)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 80)/2 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 76)/2 * 100)/7)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * (var(59) * 61)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 78)/2 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * (var(59) * 72)/3 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 74)/2 * 100)/7)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -0
trigger1 = random <= 400 * (var(59) * 67)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 69)/3 * 100)/8)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 85)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 76)/3 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = var(59) > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * (var(59) * 71)/4 || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < ((var(59) * 82)/4 * 100)/2)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- INTEGRATED HUTUNO-STYLE ATTACK LOGIC ---
;==================================================
[State -3, Hutuno-Style Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 6.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 82)/4 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -91
;trigger3 = p2bodydist x < 100
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 4.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 89)/3 * 100)/4)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -92
;trigger3 = p2bodydist x < 120
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 92) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 78)/3 * 100)/7)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -83
;trigger3 = p2bodydist x < 138
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 7.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 85)/3 * 100)/7)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -96
;trigger3 = p2bodydist x < 104
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 7.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 76)/3 * 100)/4)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -56
;trigger3 = p2bodydist x < 137
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 6.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 89)/3 * 100)/7)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -104
;trigger3 = p2bodydist x < 158
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 3.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 69)/3 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -86
;trigger3 = p2bodydist x < 90
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 6.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 82)/2 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -131
;trigger3 = p2bodydist x < 65
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 6.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 63)/4 * 100)/5)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 8.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 91)/3 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -62
;trigger3 = p2bodydist x < 99
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 70)/4 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -60
;trigger3 = p2bodydist x < 89
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 88)/4 * 100)/4)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -131
;trigger3 = p2bodydist x < 65
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 2.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 60)/3 * 100)/8)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -40
;trigger3 = p2bodydist x < 88
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 74) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 6.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 61)/2 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -32
;trigger3 = p2bodydist x < 104
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 3.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 82)/3 * 100)/2)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -37
;trigger3 = p2bodydist x < 107
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 57) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 12.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -21
trigger2 = (random < ((var(59) * 55)/4 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -163
;trigger3 = p2bodydist x < 72
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 92) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 81)/3 * 100)/7)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 12.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 69)/3 * 100)/8)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 2.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 80)/4 * 100)/3)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 7.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 83)/2 * 100)/6)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 12.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 60)/4 * 100)/6)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 7.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 87)/4 * 100)/4)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 5.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 73)/2 * 100)/7)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -86
;trigger3 = p2bodydist x < 90
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 3.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 81)/2 * 100)/8)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -86
;trigger3 = p2bodydist x < 90
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 60) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 59)/3 * 100)/2)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -114
;trigger3 = p2bodydist x < 26
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 4.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 85)/2 * 100)/3)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -86
;trigger3 = p2bodydist x < 90
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 115) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 4.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 108)/4 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -171
;trigger3 = p2bodydist x < 34
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 12.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 61)/2 * 100)/7)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -31
;trigger3 = p2bodydist x < 45
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 54) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 12.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 48)/4 * 100)/8)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -114
;trigger3 = p2bodydist x < 26
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 5.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -21
trigger2 = (random < ((var(59) * 41)/3 * 100)/7)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -163
;trigger3 = p2bodydist x < 72
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 11.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 95)/4 * 100)/4)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -131
;trigger3 = p2bodydist x < 65
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 2.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 91)/4 * 100)/6)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -91
;trigger3 = p2bodydist x < 100
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 82) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 11.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 67)/2 * 100)/6)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -92
;trigger3 = p2bodydist x < 120
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 72)/4 * 100)/3)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -83
;trigger3 = p2bodydist x < 138
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 78) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 7.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 95)/4 * 100)/8)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -96
;trigger3 = p2bodydist x < 104
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 2.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 67)/3 * 100)/8)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -56
;trigger3 = p2bodydist x < 137
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 5.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 80)/2 * 100)/2)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -104
;trigger3 = p2bodydist x < 158
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 78)/3 * 100)/8)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -62
;trigger3 = p2bodydist x < 99
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 5.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 62)/4 * 100)/3)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -60
;trigger3 = p2bodydist x < 89
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 94)/2 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -131
;trigger3 = p2bodydist x < 65
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 7.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 73)/4 * 100)/5)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -40
;trigger3 = p2bodydist x < 88
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 69)/2 * 100)/3)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -32
;trigger3 = p2bodydist x < 104
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 73)/3 * 100)/4)
trigger2 = (random < 850)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -37
;trigger3 = p2bodydist x < 107
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 10.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 80)/4 * 100)/6)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 2.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 69)/2 * 100)/8)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 64)/3 * 100)/7)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 6.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 77)/3 * 100)/8)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 89)/3 * 100)/6)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(68678) && numhelper(456456)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
;triggerall = EnemyNear, StateType != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (var(59) / 9.0))
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < ((var(59) * 67)/3 * 100)/5)
trigger2 = (random < 850)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)

[State -3, Hutuno-Style Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 93)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 72)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 95)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 85)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 88)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 80)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 72)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 88)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 70)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 86) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 85)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 78)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 92)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 90)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 74)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 89)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 54) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 69)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 72)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 90) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 71)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 66)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 83) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 66)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 90)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 68)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 88)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 89)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 65)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 324) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 320)/4)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 52
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 370) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 330)/3)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 280
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 397) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 374)/2)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 280
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 301) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 312)/4)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 2000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 309) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 338)/2)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 3000
trigger2 = enemynear,life <= 25
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 393) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 365)/4)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 390) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 380)/3)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 52
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 367) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 305)/4)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 280
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 325) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (enemynear,animtime <= -14 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 14) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 313)/2)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 280
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 386) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 395)/3)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 2000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 313) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) = [floor(-87 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 11) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 324)/3)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 3000
trigger2 = enemynear,life <= 25
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 348) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) = [floor(-134 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -18 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 18) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 308)/4)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 79) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-77 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 91)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-153 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 100)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 50)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 65) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) = [floor(-102 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 10) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 43)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) = [floor(-146 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -21 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 21) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 44)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 94) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 86)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 80)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-82 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 70)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 80) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-74 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 81)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-86 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 90)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) = [floor(-50 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 9) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 84)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 74) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-93 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 77)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 79) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) = [floor(-55 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 3) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 80)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-54 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 92)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-117 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 69)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 62) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) = [floor(-36 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 5) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 60)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-28 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 92)/3)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = p2statetype != A || floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) = [floor(-33 * const(size.yscale)), 0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 85)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 80)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 64)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 69) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 6) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 61)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (enemynear,animtime <= -0 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 0) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 78)/2)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 71)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(4645644),var(17) = 0 || helper(4645644),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * (var(59) * 70)/4)
TriggerAll = NumHelper(44446677)>0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(50) & 1024)
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- Micheal22 Style Custom AI Logic (Movement & Attacks) ---
;==================================================
[State -3, Custom AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 63)/3 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 63) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 79)/4 * 100)/5)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 84)/3 * 100)/4)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 66)/3 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 94)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 62)/2 * 100)/8)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 79)/4 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 72) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 86)/3 * 100)/8)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 72)/3 * 100)/3)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 126) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 145)/3 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 128) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 134)/4 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 93)/4 * 100)/3)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 63)/4 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 82)/2 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 61)/2 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 76) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 76)/3 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 60)/2 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 51) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 58)/2 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 91)/3 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 69) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 66)/4 * 100)/3)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 68)/3 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 82)/2 * 100)/4)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 89)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 93) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 62)/3 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 92)/3 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
value = 2300
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 68)/2 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 57)/3 * 100)/4)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 336) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 343)/3 * 100)/3)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 352) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 303)/4 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 389) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 314)/2 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 359) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 378)/4 * 100)/4)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 337) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 318)/3 * 100)/3)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 366) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 314)/4 * 100)/2)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 325) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 300)/3 * 100)/2)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 332) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 375)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 342) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 360)/3 * 100)/8)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 337) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 350)/2 * 100)/8)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 338) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 322)/4 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 322) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 350)/3 * 100)/3)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 80) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 67)/3 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 117) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 95)/4 * 100)/6)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 45) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 63)/3 * 100)/3)
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 51) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 46)/3 * 100)/8)
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 58) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 40)/3 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 150) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 144)/3 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 119) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 117)/4 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 61)/4 * 100)/8)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 68)/3 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 82)/3 * 100)/8)
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 87)/2 * 100)/2)
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 75)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 76)/3 * 100)/6)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 69) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 60)/3 * 100)/6)
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 60)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 79)/2 * 100)/3)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 85) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 88)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 77)/4 * 100)/3)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 61)/2 * 100)/8)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 78)/4 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 77)/4 * 100)/8)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 87)/3 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 82) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 89)/4 * 100)/2)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 93) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 82)/3 * 100)/5)
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 60)/3 * 100)/5)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < ((var(59) * 91)/2 * 100)/7)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
;trigger2 = helper(564564456),var(32) = 1 ; High-confidence punish
;trigger3 = helper(564564456),var(33) = 1 ; High-confidence punish
;trigger4 = helper(564564456),var(34) = 1 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Custom Guard]
type=Null;ChangeState
TriggerALL = var(59) > 0 && RoundState = 2
TriggerALL = Random<(var(59)*100)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&enemynear, movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&enemynear, movetype=A)||(Enemy,StateNo=[1000,2000])
value = ifelse(StateType=A,132,130)


;==================================================
;--- INTEGRATED WARUSAKI3-STYLE AI MOVEMENT LOGIC ---
;==================================================
[State -3, AI (Warusaki3-Style): AI State for Stateno 130]
type = ChangeState
value = 130
; AI: Reactionary/Counter Precision Logic
triggerall = (Random % 1000) < ((var(59) * 305) / 3)
triggerall = (EnemyNear, Movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist) ;|| (!MoveReversed)
;triggerall = p2bodydist x <= 80
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2movetype = A) && (statetype = S)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist X <= 250)&&(random <= 799))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 12.0))
triggerall = (stateno != 130) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 131]
type = ChangeState
value = 131
; AI: Reactionary/Counter Precision Logic
triggerall = (Random % 1000) < ((var(59) * 303) / 3)
triggerall = (EnemyNear, Movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist) ;|| (!MoveReversed)
;triggerall = p2bodydist x <= 80
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2movetype = A) && (statetype = C)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist X <= 250)&&(random <= 799))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 131) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 82) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 84) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 12.0))
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 2.0))
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 61) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 8.0))
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 7.0))
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 12.0))
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 149) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 11.0))
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 141) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 7.0))
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 8.0))
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 5.0))
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 420]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 76) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 12.0))
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 92) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 9.0))
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 11.0))
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -21
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 7.0))
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Air Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 5.0))
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 5.0))
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
value = 2300
triggerall = (Random % 1000) < ((var(59) * 45) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 397) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 11.0))
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 307) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 327) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 2.0))
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 360) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 313) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -11
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 12.0))
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 331) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -18
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 11.0))
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 323) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Flying Dive Hyper]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 371) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Flying Dive Hyper Aerial]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 389) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -14
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 11.0))
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 395) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 374) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -11
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 328) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -18
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 5.0))
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 2.0))
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 102) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 12.0))
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 44) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 8.0))
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 65) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -21
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 140) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 2.0))
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 139) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 84) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 5.0))
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 8.0))
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 6.0))
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 2.0))
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 66) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 8.0))
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 5.0))
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 71) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 74) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 64) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 3.0))
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 4.0))
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Light Punch]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 72) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 2.0))
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 78) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 10.0))
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 9.0))
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = numhelper(68678) && numhelper(456456)
;triggerall = EnemyNear, StateType != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(456456),fvar(21)**(ifelse((helper(456456),fvar(24)>4),0,(4-helper(456456),fvar(24)))))/(1-helper(456456),fvar(21)))*helper(456456),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (var(59) / 9.0))
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

;Anti-Air (Anti Air)
[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 87) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 59)/4) ;|| (P2BodyDist X <= 56)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 48)/2) ;|| (P2BodyDist X <= 56)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 60) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 58)/4) ;|| (P2BodyDist X <= 56)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 67)/3) ;|| (P2BodyDist X <= 56)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 610]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 42)/2) ;|| (P2BodyDist X <= 59)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 610]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 77) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 42)/3) ;|| (P2BodyDist X <= 59)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 620]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 60)/2) ;|| (P2BodyDist X <= 80)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 620]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 83) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 63)/2) ;|| (P2BodyDist X <= 80)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 630]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 91) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 61)/3) ;|| (P2BodyDist X <= 65)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 630]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 42)/2) ;|| (P2BodyDist X <= 65)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 640]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 44)/2) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 640]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 57)/2) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 650]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 69) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 44)/3) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 650]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 64)/4) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3100]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 391) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 60)/3) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3100]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 368) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 40)/4) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3103]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 398) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 45)/2) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3103]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 351) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 43)/3) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3100]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 308) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 47)/3) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3100]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 305) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 63)/2) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3103]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 355) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 58)/4) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 3103]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 350) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 57)/4) ;|| (P2BodyDist X <= 131)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 70) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 59)/3) ;|| (P2BodyDist X <= 56)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 91) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 47)/2) ;|| (P2BodyDist X <= 56)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 610]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 81) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 63)/2) ;|| (P2BodyDist X <= 59)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 610]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 51)/3) ;|| (P2BodyDist X <= 59)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 620]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 58)/3) ;|| (P2BodyDist X <= 80)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 620]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 73) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 61)/4) ;|| (P2BodyDist X <= 80)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 630]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 47)/3) ;|| (P2BodyDist X <= 65)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 630]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 89) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 62)/4) ;|| (P2BodyDist X <= 65)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 640]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 47)/2) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 640]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 81) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 43)/3) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 650]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 94) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 56)/3) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Air Catch Logic -> 650]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
; --- AI-Specific Triggers (Air Catch) ---
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (random < 850) || (random < 850 * (var(59) * 48)/2) ;|| (P2BodyDist X <= 68)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
;triggerall = EnemyNear, StateType != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 678 * (var(59) * 65)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 89) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 678 * (var(59) * 91)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 654 * (var(59) * 93)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 77)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 642 * (var(59) * 93)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 690 * (var(59) * 68)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, ChangeState]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 88) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 67)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 666 * (var(59) * 70)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 122) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 642 * (var(59) * 135)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 117) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 642 * (var(59) * 125)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, ChangeState]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 714 * (var(59) * 61)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, ChangeState]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 78)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 70) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 666 * (var(59) * 87)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 42) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 498 * (var(59) * 49)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Grenade]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 61)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, MrHook]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 55) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 90)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 59) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 630 * (var(59) * 55)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 346) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 327 * (var(59) * 307)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 348) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 120 * (var(59) * 381)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 322) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 120 * (var(59) * 344)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 399) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 267 * (var(59) * 366)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Fist Flurry]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 322) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 327 * (var(59) * 310)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 323) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 120 * (var(59) * 393)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 373) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 120 * (var(59) * 347)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 335) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 267 * (var(59) * 379)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 71) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 77)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 95) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 630 * (var(59) * 114)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 55) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 630 * (var(59) * 58)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 68) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 498 * (var(59) * 44)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Throw]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 137) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 642 * (var(59) * 120)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Throw 2]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 138) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 642 * (var(59) * 130)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 77) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 666 * (var(59) * 91)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 69) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 678 * (var(59) * 74)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 79) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 678 * (var(59) * 95)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 654 * (var(59) * 82)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 93)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 90) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 642 * (var(59) * 74)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 60) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 690 * (var(59) * 69)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 714 * (var(59) * 81)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 702 * (var(59) * 85)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 84) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
triggerall = (random <= 666 * (var(59) * 95)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
; AI Combo Loop Starter for 210


;Wake-up Pressure
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 84) / 2)
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 68)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 64) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [7, 19]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 70)/3 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 69)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [7, 19]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 75)/4 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 75) / 4)
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 520 * (var(59) * 85)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 68) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [5, 16]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 62)/4 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 85) / 3)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 526 * (var(59) * 77)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 72) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [4, 16]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 89)/2 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 67) / 4)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 79)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 74) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [7, 29]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 81)/2 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, ChangeState]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 56) / 4)
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 524 * (var(59) * 57)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 46) / 2)
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 490 * (var(59) * 58)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 40) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [10, 15]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 45)/3 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 382) / 3)
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 329)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 301) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [0, 31]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 331)/2 ; High priority for this setup
; AI: Meaty Okizeme
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 328) / 2)
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 395)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 385) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [11, 12]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 396)/4 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 399) / 2)
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 147 * (var(59) * 371)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 349) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [18, 37]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 308)/4 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 371) / 4)
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 390)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 317) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [0, 31]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 362)/2 ; High priority for this setup
; AI: Meaty Okizeme
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 399) / 4)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 100 * (var(59) * 300)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 357) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [11, 12]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 389)/3 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 322) / 3)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 147 * (var(59) * 351)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 338) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [18, 37]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 313)/4 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 43) / 3)
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 490 * (var(59) * 50)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 56) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [10, 15]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 67)/3 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Dragon Punch]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 42) / 2)
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 524 * (var(59) * 47)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 92) / 2)
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 90)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 83) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [7, 19]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 79)/3 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 73)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [7, 19]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 93)/2 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 76) / 3)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 520 * (var(59) * 88)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [5, 16]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 65)/2 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 62) / 2)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 526 * (var(59) * 87)/4) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [4, 16]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 79)/3 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 64) / 2)
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = enemynear, statetype = L
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = helper(4645644),var(17) > 0
triggerall = (random <= 508 * (var(59) * 60)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
;triggerall = EnemyNear, StateType != L
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(4645644),var(27) = [7, 29]
triggerall = p2dist x < 70
triggerall = random <= 600* (var(59) * 85)/2 ; High priority for this setup
; AI: Meaty Okizeme
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Taunt
[State -1, LightsOut]
type = ChangeState
value = 3500
triggerall = (Random % 1000) < ((var(59) * 359) / 4)
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((prevstateno!=5120)&&(statetype!=A))&&((power >= 1000)&&(random=[0,100]))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3500) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(25) != 3
triggerall = life > 400
trigger1 = RoundState = 3 && !EnemyNear,Alive
trigger2 = p2dist x > 300 && enemynear, movetype != A
triggerall = (random <= 30 * (var(59) * 328)/2) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = AnimTime = 0
trigger1 = enemynear,p2dist x < 0
trigger2 = enemynear,p2dist x >= 0
trigger1 = enemynear, movetype = A
trigger2 = numproj > 0 && p2dist x < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = enemynear, statetype = L && p2dist x > 120
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype != L
triggerall = (statetype = S)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Taunt]
type = ChangeState
value = 11195
triggerall = (Random % 1000) < ((var(59) * 40) / 3)
triggerall = 1
triggerall = 1
triggerall = 1
triggerall = numhelper(11196) = 0
triggerall = stateno != 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((statetype!=A)&&(1))),(var(50)|1024),var(50)))||1)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 11195) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != [120,159]
triggerall = helper(4645644),var(25) != 3
triggerall = life > 400
trigger1 = RoundState = 3 && !EnemyNear,Alive
trigger2 = p2dist x > 300 && enemynear, movetype != A
triggerall = (random <= 30 * (var(59) * 60)/3) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = AnimTime = 0
trigger1 = enemynear,p2dist x < 0
trigger2 = enemynear,p2dist x >= 0
trigger1 = enemynear, movetype = A
trigger2 = numproj > 0 && p2dist x < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = enemynear, statetype = L && p2dist x > 120
triggerall = var(59) > 0 && roundstate = 2
triggerall = (statetype = S)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- NEW AI STYLE (From Example) ---
;==================================================
[State -3, AI Logic (New Style) for Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 75) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <=30)&&(p2bodydist y=[-70,5])&&(statetype!=A||(stateno=[100,105]))&&(random < 500)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -6
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 79) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=200)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -6
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 95) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -8
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 71) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall =(statetype = S) && 1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 44&&(p2bodydist y=[-5,5]))&&(statetype!=A||(stateno=[100,105]))&&(1&&p2statetype!=A&&random < 300)) || ((stateno=200&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 89) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=230)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -9
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && enemynear, statetype != L && RoundState = 2
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -5
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 73) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != L && RoundState = 2
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=230)||(stateno=240)||(stateno=250))&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 62) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X <= 35&&(enemynear, anim=5300))) || ((p2bodydist X <= 35&&(enemynear, statetype!=A)&&Random=[150,850])),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 64) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType = A
triggerall = StateType != S && 1 && p2statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((prevstateno=700)&&(time=5)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 134) / 2)
triggerall = 1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist y=[-25,25])),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 129) / 2)
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 999&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 84) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && p2statetype != A
triggerall = stateno != [3000,4000]
triggerall = stateno != 400
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist x <= 30)&&(statetype!=A)&&(1&&random < 800)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -3
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 81) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=400)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 91) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=410)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 87) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && Random <= 350
triggerall = StateType != A && 1 && p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2statetype!=A&&p2bodydist X <= 50)) || ((p2bodydist X <= 40&&Random <= 300)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -5
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 82) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=430)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 65) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=440)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 2300]
type = ChangeState
value = 2300
triggerall = (Random % 1000) < ((var(59) * 49) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && StateType != A && StateType = C
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=450)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -21
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2dist X <= 60&&(p2dist Y > -3&&p2dist Y < 3))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 79) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=630)&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -8
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 93) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=650&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -6
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 83) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600)&&(movecontact=1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 66) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=610)&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 72) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && RoundState = 2 && stateno != 100 && statetype = A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=640&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 66) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && 1
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = NumHelper(10) = 0 && NumHelper(25) = 0 && Var(21) = 0
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((P2BodyDist X <= 40&&(random=[0,50]))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 1000]
type = ChangeState
value = ifelse((p2bodydist x = [0,90]),1000,2300)
triggerall = (Random % 1000) < ((var(59) * 47) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = stateno != [3000,4000]
triggerall = statetype != A
triggerall = p2bodydist Y = [-35,5]
triggerall = random < 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=400||stateno=402||stateno=401||stateno=403)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Special3]
type = ChangeState
value = 8001
triggerall = (Random % 1000) < ((var(59) * 60) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && 1
triggerall = (1) && (Statetype = S) && (random = [0,50])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x > 50)&&(prevstateno!=5120)&&(statetype!=A))&&(p2bodydist y >-70&&p2bodydist y <70)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 397) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 90)
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 250&&(statetype!=A)&&1)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -13
trigger3 = helper(56465456),var(35)=[16,17]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 375) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype != A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Finisher Intent ---
trigger1 = enemynear, movetype=A && EnemyNear, Stateno>2000 && p2life <= lifemax*0.4
trigger2 = movecontact && enemynear, movetype=H && p2life <= lifemax/3
trigger3 = helper(56465456),var(35)=18
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 353) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist x >= 70)&&(prevstateno!=5120)&&(numproj=0))&&((power >= 1000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Finisher Intent ---
trigger1 = enemynear, movetype=A && EnemyNear, Stateno>2000 && p2life <= lifemax*0.4
trigger2 = movecontact && enemynear, movetype=H && p2life <= lifemax/3
trigger3 = helper(56465456),var(35)=18
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 350) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -15
trigger3 = helper(56465456),var(35)=[16,17]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 328) / 3)
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 325) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -23
trigger3 = helper(56465456),var(35)=[16,17]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3000
triggerall = (Random % 1000) < ((var(59) * 315) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((((stateno=200)||(stateno=210)||(stateno=220)||(stateno=215))&&movecontact)) || ((((stateno=230)||(stateno=240)||(stateno=250))&&movecontact)) || ((((stateno=400)||(stateno=410)||(stateno=420))&&movecontact)) || ((((stateno=430)||(stateno=440))&&movecontact)) || ((stateno=100||stateno=101)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -13
trigger3 = helper(56465456),var(35)=[16,17]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3100
triggerall = (Random % 1000) < ((var(59) * 322) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Finisher Intent ---
trigger1 = enemynear, movetype=A && EnemyNear, Stateno>2000 && p2life <= lifemax*0.4
trigger2 = movecontact && enemynear, movetype=H && p2life <= lifemax/3
trigger3 = helper(56465456),var(35)=18
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3103
triggerall = (Random % 1000) < ((var(59) * 400) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 1000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 14 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))) && p2bodydist x <= floor((110 * const(size.xscale)) + (14 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 24.0, 14.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (14 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 14 * 15 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(14.0 < 18.0, 14.0, 18.0) * 0.055)))))) = [floor(-37 * const(size.yscale)), floor(36 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3103) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Finisher Intent ---
trigger1 = enemynear, movetype=A && EnemyNear, Stateno>2000 && p2life <= lifemax*0.4
trigger2 = movecontact && enemynear, movetype=H && p2life <= lifemax/3
trigger3 = helper(56465456),var(35)=18
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 369) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -15
trigger3 = helper(56465456),var(35)=[16,17]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 304) / 4)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 348) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -23
trigger3 = helper(56465456),var(35)=[16,17]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 1000]
type = ChangeState
value = 1000
triggerall = (Random % 1000) < ((var(59) * 87) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1) || (1) || (1)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(MoveType!=H)&&1)&&((1)&&(!IsHelper))) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((70 * const(size.xscale)) + (4 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-77 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Special]
type = ChangeState
value = 1300
triggerall = (Random % 1000) < ((var(59) * 105) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-2 * const(size.xscale)), (14 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-153 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Vortex Breath]
type = ChangeState
value = 1400
triggerall = (Random % 1000) < ((var(59) * 44) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = (StateType != A) && (MoveType != H) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= 0 && p2bodydist x <= (25 * const(size.xscale))
triggerall = p2statetype != A || p2bodydist y = [floor(-27 * const(size.yscale)), floor(20 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 1400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Special3]
type = changestate
value = 8001
triggerall = (Random % 1000) < ((var(59) * 50) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A&&1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (10 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 24.0, 10.0, 24.0) * 0.042)))))) = [(-10 * const(size.xscale)), (6 * const(size.xscale))]
triggerall = floor(p2bodydist y + (10 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 10 * 11 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(10.0 < 18.0, 10.0, 18.0) * 0.055)))))) >= floor(-102 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 8001) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 2300]
type = changestate
value = 2300
triggerall = (Random % 1000) < ((var(59) * 65) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1 || 1 || 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((statetype!=A)&&(HitdefAttr=SC, NA)&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 21 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))) && p2bodydist x <= floor((52 * const(size.xscale)) + (21 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 24.0, 21.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (21 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 21 * 22 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(21.0 < 18.0, 21.0, 18.0) * 0.055)))))) >= floor(-146 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 2300) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -21
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for throw ai]
type = ChangeState
value = 800
triggerall = (Random % 1000) < ((var(59) * 145) / 2)
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 800) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for throw 2 ai]
type = ChangeState
value = 850
triggerall = (Random % 1000) < ((var(59) * 147) / 2)
triggerall = 1
triggerall = 1
triggerall = statetype = S
triggerall = 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((p2bodydist X < 5)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)) || ((p2bodydist X < 10)&&((p2statetype!=A)||(p2statetype!=A))&&(p2movetype!=H)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((72 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = p2statetype != A
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 82) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (1 && 1) && (statetype = S) && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((StateNo=240)&&(movecontact >= 1))) || (((StateNo=210)&&(movecontact >= 1))),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Light Punch]
type = ChangeState
value = 200
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || ((stateno=230&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((80 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-81 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 200) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -6
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (Random % 1000) < ((var(59) * 63) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (6 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042)))))) = [(26 * const(size.xscale)), (100 * const(size.xscale))]
triggerall = floor(p2bodydist y + (6 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) >= floor(-82 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 210) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -6
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (Random % 1000) < ((var(59) * 73) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (8 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042)))))) = [(18 * const(size.xscale)), (118 * const(size.xscale))]
triggerall = floor(p2bodydist y + (8 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) >= floor(-74 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 220) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -8
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Light Kick]
type = ChangeState
value = 230
triggerall = (Random % 1000) < ((var(59) * 60) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-86 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 230) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (Random % 1000) < ((var(59) * 61) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&statetype!=A)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 9 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))) && p2bodydist x <= floor((117 * const(size.xscale)) + (9 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 24.0, 9.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (9 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 9 * 10 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(9.0 < 18.0, 9.0, 18.0) * 0.055)))))) >= floor(-50 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 240) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -9
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (Random % 1000) < ((var(59) * 86) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = floor(p2bodydist x - (5 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042)))))) = [(20 * const(size.xscale)), (138 * const(size.xscale))]
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-93 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 250) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -5
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 400]
type = ChangeState
value = 400
triggerall = (Random % 1000) < ((var(59) * 85) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || ((stateno=430&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 3 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))) && p2bodydist x <= floor((79 * const(size.xscale)) + (3 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 24.0, 3.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (3 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 3 * 4 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(3.0 < 18.0, 3.0, 18.0) * 0.055)))))) >= floor(-55 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -3
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 410]
type = ChangeState
value = 410
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=230)&& movecontact)) || (((stateno=400||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((69 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-54 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 410) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Crouch launcher]
type = ChangeState
value = 420
triggerall = (Random % 1000) < ((var(59) * 88) / 3)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((45 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-117 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 420) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 430]
type = ChangeState
value = 430
triggerall = (Random % 1000) < ((var(59) * 80) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 5 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))) && p2bodydist x <= floor((68 * const(size.xscale)) + (5 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 24.0, 5.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (5 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 5 * 6 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(5.0 < 18.0, 5.0, 18.0) * 0.055)))))) >= floor(-36 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 430) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -5
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 440]
type = ChangeState
value = 440
triggerall = (Random % 1000) < ((var(59) * 90) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230)&& movecontact)) || (((stateno=400||stateno=410||stateno=430)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((84 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (4 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) >= floor(-28 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 440) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 450]
type = ChangeState
value = 450
triggerall = (Random % 1000) < ((var(59) * 86) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = 1 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&1)) || (((stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact)) || (((stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 7 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (7 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 24.0, 7.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (7 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 7 * 8 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(7.0 < 18.0, 7.0, 18.0) * 0.055)))))) >= floor(-33 * const(size.yscale))
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 450) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for AI State for Stateno 600]
type = ChangeState
value = 600
triggerall = (Random % 1000) < ((var(59) * 70) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=630&&movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((103 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-81 * const(size.yscale)), floor(27 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 600) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Medium Punch]
type = ChangeState
value = 610
triggerall = (Random % 1000) < ((var(59) * 76) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 8 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))) && p2bodydist x <= floor((91 * const(size.xscale)) + (8 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 24.0, 8.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (8 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 8 * 9 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(8.0 < 18.0, 8.0, 18.0) * 0.055)))))) = [floor(-104 * const(size.yscale)), floor(64 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 610) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -8
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Hard Punch]
type = ChangeState
value = 620
triggerall = (Random % 1000) < ((var(59) * 74) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630||stateno=640||stateno=650)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 6 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))) && p2bodydist x <= floor((39 * const(size.xscale)) + (6 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 24.0, 6.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (6 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 6 * 7 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(6.0 < 18.0, 6.0, 18.0) * 0.055)))))) = [floor(-89 * const(size.yscale)), floor(70 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 620) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -6
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Light Kick]
type = ChangeState
value = 630
triggerall = (Random % 1000) < ((var(59) * 94) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= 0 && p2bodydist x <= (82 * const(size.xscale))
triggerall = p2bodydist y = [floor(-75 * const(size.yscale)), floor(63 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 630) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Medium Kick]
type = ChangeState
value = 640
triggerall = (Random % 1000) < ((var(59) * 67) / 2)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=630)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((87 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-71 * const(size.yscale)), floor(44 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 640) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Logic (New Style) for Air Hard Kick]
type = ChangeState
value = 650
triggerall = (Random % 1000) < ((var(59) * 93) / 4)
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = 1
triggerall = statetype = A && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact)),(var(50)|1024),var(50)))||1)
; --- Injected AI Universal Triggers ---
triggerall = var(59) > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 4 * enemynear,vel x * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))) && p2bodydist x <= floor((102 * const(size.xscale)) + (4 * enemynear,vel x * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 24.0, 4.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y - (4 * (vel y - enemynear,vel y) * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055))))) + ((helper(4645644),fvar(39) - helper(4645644),fvar(37)) * 4 * 5 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(4.0 < 18.0, 4.0, 18.0) * 0.055)))))) = [floor(-27 * const(size.yscale)), floor(52 * const(size.yscale))]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 650) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = helper(56465456),var(18)-((ceil(helper(56465456),var(18)/1000)-ifelse(helper(56465456),var(18)-(ceil(helper(56465456),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(56465456),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(56465456),var(15)-((ceil(helper(56465456),var(15)/100)-ifelse(helper(56465456),var(15)-(ceil(helper(56465456),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(56465456),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- AI-GENERATED TRANSFORMATIONS / INSTALLS ---
;==================================================
[State -3, Transformation Movement AI Run]
type=changestate
value=100
triggerall = (Random % 1000) < ((var(59) * 54) / 3)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&numenemy)&&(roundstate=2&&statetype!=A)&&(1&&(stateno!=[100,106]))&&((enemynear,movetype!=A)&&p2bodydist x>=160&&random<100)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
; AI: Injected Run Logic (stateno 100)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && enemynear, statetype = A
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 50)/2)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 100
trigger1 = p2bodydist x > 180
trigger1 = p2bodydist y = [-120,-41]
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 100
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 58)/2) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Transformation Movement AI Run Atras]
type = ChangeState
value = 105
triggerall = (Random % 1000) < ((var(59) * 41) / 3)
triggerall= 1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= 1 && (stateno!=[100,106])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((enemynear,movetype=A)&&backedgedist>=80&&(p2bodydist x=[80,120])&&(enemynear,vel x))&&(random<ifelse((enemynear,hitdefattr=SC,AT),150,50))) || (((p2bodydist x=[0,80])&&backedgebodydist>=80)&&(enemynear,stateno=5120&&enemynear,animtime=-3&&random<500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 105) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
; AI: Injected Hop Back Logic (stateno 105)
trigger1 = (p2bodydist x = [0,80]) || ((p2bodydist x = [-11,80]) && backedgebodydist > 80)
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 40)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 105
triggerall = p2dist x <= 200+20
trigger1 = backedgebodydist < 50 && p2bodydist x < 80 && enemynear, movetype = A
trigger2 = numproj > 0 && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger3 = (enemynear,animtime = [-10,0]) && (p2bodydist x < 100)
trigger1 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x >= 120
trigger1 = enemynear,vel y <= 0 && backedgedist >= 60
trigger2 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x < 120
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 105
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 67)/2) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Transformation Movement AI Run]
type = ChangeState
value = 100
triggerall = (Random % 1000) < ((var(59) * 68) / 2)
triggerall = 1
triggerall = StateType = S
triggerall = (1)
triggerall = (StateNo != 100)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 100) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
; AI: Injected Run Logic (stateno 100)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && enemynear, statetype = A
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 40)/4)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 100
trigger1 = p2bodydist x > 180
trigger1 = p2bodydist y = [-120,-41]
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 100
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 44)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (StateNo != 105)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Transformation Movement AI Run Atras]
type = ChangeState
value = 105
triggerall = (Random % 1000) < ((var(59) * 56) / 4)
triggerall = 1
triggerall = (roundstate = 2)
triggerall = StateType = S
triggerall = (1)
triggerall = (StateNo != 100)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 105) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
; AI: Injected Hop Back Logic (stateno 105)
trigger1 = (p2bodydist x = [0,80]) || ((p2bodydist x = [-11,80]) && backedgebodydist > 80)
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 51)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 105
triggerall = p2dist x <= 200+20
trigger1 = backedgebodydist < 50 && p2bodydist x < 80 && enemynear, movetype = A
trigger2 = numproj > 0 && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger3 = (enemynear,animtime = [-10,0]) && (p2bodydist x < 100)
trigger1 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x >= 120
trigger1 = enemynear,vel y <= 0 && backedgedist >= 60
trigger2 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x < 120
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 105
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 59)/3) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (StateNo != 105)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Transformation Movement AI Run]
type = ChangeState
value = 107
triggerall = (Random % 1000) < ((var(59) * 41) / 3)
triggerall = 1
triggerall = StateType = A
triggerall = (1)
triggerall = (StateNo != 107)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 107) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
; AI: Injected Run Logic (stateno 107)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && enemynear, statetype = A
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 54)/2)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 107
trigger1 = p2bodydist x > 180
trigger1 = p2bodydist y = [-120,-41]
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 107
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 48)/2) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (StateNo != 108)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Transformation Movement AI Run Atras]
type = ChangeState
value = 108
triggerall = (Random % 1000) < ((var(59) * 63) / 2)
triggerall = 1
triggerall = (roundstate = 2)
triggerall = StateType = A
triggerall = (1)
triggerall = (StateNo != 107)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 108) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
; AI: Injected Hop Back Logic (stateno 108)
trigger1 = (p2bodydist x = [0,80]) || ((p2bodydist x = [-11,80]) && backedgebodydist > 80)
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 69)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 108
triggerall = p2dist x <= 200+20
trigger1 = backedgebodydist < 50 && p2bodydist x < 80 && enemynear, movetype = A
trigger2 = numproj > 0 && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger3 = (enemynear,animtime = [-10,0]) && (p2bodydist x < 100)
trigger1 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x >= 120
trigger1 = enemynear,vel y <= 0 && backedgedist >= 60
trigger2 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x < 120
triggerall = var(59) > 0 && RoundState = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 108
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 65)/3) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (StateNo != 108)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1]
type = ChangeState
value = 132
; AI: Reactionary/Counter Precision Logic
triggerall = (Random % 1000) < ((var(59) * 359) / 3)
triggerall = (EnemyNear, Movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist) ;|| (!MoveReversed)
;triggerall = p2bodydist x <= 80
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2movetype = A) && (statetype = A)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist X <= 250)&&(random <= 799))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 132) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 372)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 310) / 3)
triggerall = 1 && (stateno != [3000,4000])
triggerall = power >= 2000
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Movehit&&random <= 250)) || ((stateno=[1000, 1025])&&(movecontact)),(var(50)|1024),var(50)))||1)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 399)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3500
triggerall = (Random % 1000) < ((var(59) * 359) / 3)
triggerall = (roundstate = 2) && 1
triggerall = (1) && (p2statetype != L)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((prevstateno!=5120)&&(statetype!=A))&&((power >= 1000)&&(random=[0,100]))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 3500) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 345)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 342) / 4)
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 348)/2) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 376) / 4)
triggerall = (roundstate = 2) && (1)
triggerall = p2statetype != L
triggerall = (1) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((power >= 3000)&&(random=[0,200]))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 307)/3) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Shockwave]
type = ChangeState
value = 3400
triggerall = (Random % 1000) < ((var(59) * 397) / 3)
triggerall = 1
triggerall = 1
triggerall = power >= 2000
triggerall = StateType != A
triggerall = MoveType != H
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((stateno=200&&MoveContact)) || ((stateno=230&&MoveContact)) || ((stateno=210&&MoveContact)) || ((stateno=220&&MoveContact)) || ((stateno=240&&MoveContact)) || ((stateno=250&&MoveContact)),(var(50)|1024),var(50)))||1)
; Omni-Aware: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Aware: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 3400) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 311)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Solar Sheild]
type = ChangeState
value = 3500
triggerall = (Random % 1000) < ((var(59) * 393) / 2)
triggerall = !Var(0)
triggerall = 1
triggerall = 1
triggerall = power >= 1000
triggerall = var(26) < 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Statetype!=A & 1)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 3500) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 308)/3) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 340) / 3)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 373)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Super_Uppercut]
type = ChangeState
value = 4000
triggerall = (Random % 1000) < ((var(59) * 334) / 2)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = floor(p2bodydist x - (18 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 24.0, 18.0, 24.0) * 0.042)))))) = [(-24 * const(size.xscale)), (61 * const(size.xscale))]
triggerall = floor(p2bodydist y + (18 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 18 * 19 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(18.0 < 18.0, 18.0, 18.0) * 0.055)))))) >= floor(-134 * const(size.yscale))
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 4000) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 379)/3) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Taunt]
type = ChangeState
value = 11195
triggerall = (Random % 1000) < ((var(59) * 54) / 3)
triggerall = 1
triggerall = 1
triggerall = 1
triggerall = numhelper(11196) = 0
triggerall = stateno != 100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((statetype!=A)&&(1))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
; AI: Transformation / Install / Heal Logic
triggerall = (stateno != 11195) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = ((roundstate = 2) && (time < 60) && (p2dist x > 150)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger2 = ((enemynear, statetype = L) && (p2dist x > 200)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
trigger3 = ((life < lifemax * 0.4) && (p2dist x > 180)) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (random <= 500 * (var(59) * 49)/4) || (P2Dist X > 200) || (Life < LifeMax * 0.5) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- ENHANCED/GENERIC AI LOGIC ---
;==================================================

;Enhanced Movement (Dashes, etc.)

;Enhanced Utility (Helpers/Projectiles)


;==================================================
;--- ADVANCED STRATEGIC & REACTIVE AI LOGIC (V3) ---
;==================================================

;Strategic Moves (Installs, Setups, Cross-ups)
[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 381) / 2)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype != H
; AI: Prioritize Unguardable Attack
trigger1 = enemynear, statetype != L && random <= 950* (var(59) * 307)/4 ; High priority attack
trigger2 = enemynear, statetype = L && p2dist y > -10 && random <= 800* (var(59) * 326)/4 ; Also use on wakeup
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, LightsOut]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 318) / 3)
triggerall = 1 && StateType != A && power >= 3000 && 1
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((Random <= 500)),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype != H
; AI: Prioritize Unguardable Attack
trigger1 = enemynear, statetype != L && random <= 950* (var(59) * 314)/3 ; High priority attack
trigger2 = enemynear, statetype = L && p2dist y > -10 && random <= 800* (var(59) * 373)/4 ; Also use on wakeup
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 376) / 3)
triggerall = 1
triggerall = power >= 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype != H
; AI: Prioritize Unguardable Attack
trigger1 = enemynear, statetype != L && random <= 950* (var(59) * 317)/2 ; High priority attack
trigger2 = enemynear, statetype = L && p2dist y > -10 && random <= 800* (var(59) * 347)/3 ; Also use on wakeup
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Flying Dive Hyper]
type = ChangeState
value = 3700
triggerall = (Random % 1000) < ((var(59) * 396) / 3)
triggerall = 1
triggerall = power >= 3000
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((statetype!=A&&movetype!=H&&1)&&(1&&!ishelper)) || (((StateType!=A)&&(HitdefAttr=SC, NA)&&(MoveContact))),(var(50)|1024),var(50)))||1)
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, movetype != H
; AI: Prioritize Unguardable Attack
trigger1 = enemynear, statetype != L && random <= 950* (var(59) * 371)/2 ; High priority attack
trigger2 = enemynear, statetype = L && p2dist y > -10 && random <= 800* (var(59) * 305)/4 ; Also use on wakeup
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (stateno != 3700) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = p2dist x >= floor((p2statetype=A||statetype=A) * 11 * (vel x + enemynear,vel x) * (enemynear,frontedgedist>10 && enemynear,backedgedist>10) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))) && p2bodydist x <= floor((57 * const(size.xscale)) + (11 * (vel x + enemynear,vel x) * ((0.45 + (0.05 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 24.0, 11.0, 24.0) * 0.042))))))
triggerall = floor(p2bodydist y + (11 * enemynear,vel y * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055))))) + (helper(4645644),fvar(39) * 11 * 12 * 0.5 * ((0.38 + (0.04 * var(59))) * (1.0 / (1.0 + (ifelse(11.0 < 18.0, 11.0, 18.0) * 0.055)))))) >= floor(-87 * const(size.yscale))
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Specific Reactive Moves (Counters, Evasions)
[State -1]
type = ChangeState
value = 130
; AI: Reactionary/Counter Precision Logic
triggerall = (Random % 1000) < ((var(59) * 309) / 2)
triggerall = (EnemyNear, Movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist) ;|| (!MoveReversed)
;triggerall = p2bodydist x <= 80
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
; AI: Panic/Desperation Reversal
triggerall = var(59) > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = enemynear, movetype = A || enemynear, movetype = I ; Opponent is aggressive or baiting
trigger1 = random <= 900 ; Almost guaranteed to panic mash
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (1) && (p2movetype = A) && (statetype = S)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist X <= 250)&&(random <= 799))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1]
type = ChangeState
value = 131
; AI: Reactionary/Counter Precision Logic
triggerall = (Random % 1000) < ((var(59) * 381) / 3)
triggerall = (EnemyNear, Movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist) ;|| (!MoveReversed)
;triggerall = p2bodydist x <= 80
triggerall = !(EnemyNear, StateType = L)
triggerall = p2statetype != L
triggerall = (roundstate = 2) && 1
; AI: Panic/Desperation Reversal
triggerall = var(59) > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = enemynear, movetype = A || enemynear, movetype = I ; Opponent is aggressive or baiting
trigger1 = random <= 900 ; Almost guaranteed to panic mash
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (1) && (p2movetype = A) && (statetype = C)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((p2bodydist X <= 250)&&(random <= 799))),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2=(stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact


;Move and other
[State -1, Run]
type=changestate
value=100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&numenemy)&&(roundstate=2&&statetype!=A)&&(1&&(stateno!=[100,106]))&&((enemynear,movetype!=A)&&p2bodydist x>=160&&random<100)),(var(50)|1024),var(50)))||1)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 45)/2 && stateno != [100,102])
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Run]
type=changestate
value=100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&numenemy)&&(roundstate=2&&statetype!=A)&&(1&&(stateno!=[100,106]))&&((enemynear,movetype!=A)&&p2bodydist x>=160&&random<100)),(var(50)|1024),var(50)))||1)
; AI: Injected Run Logic (stateno 100)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && enemynear, statetype = A
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 40)/2)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 100
trigger1 = p2bodydist x > 180
trigger1 = p2bodydist y = [-120,-41]
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1]
type = ChangeState
value = 105
triggerall= 1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= 1 && (stateno!=[100,106])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((enemynear,movetype=A)&&backedgedist>=80&&(p2bodydist x=[80,120])&&(enemynear,vel x))&&(random<ifelse((enemynear,hitdefattr=SC,AT),150,50))) || (((p2bodydist x=[0,80])&&backedgebodydist>=80)&&(enemynear,stateno=5120&&enemynear,animtime=-3&&random<500)),(var(50)|1024),var(50)))||1)
triggerall = p2bodydist x = [0,80]
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 69)/3 && stateno != [105,106]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1]
type = ChangeState
value = 105
triggerall= 1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= 1 && (stateno!=[100,106])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((enemynear,movetype=A)&&backedgedist>=80&&(p2bodydist x=[80,120])&&(enemynear,vel x))&&(random<ifelse((enemynear,hitdefattr=SC,AT),150,50))) || (((p2bodydist x=[0,80])&&backedgebodydist>=80)&&(enemynear,stateno=5120&&enemynear,animtime=-3&&random<500)),(var(50)|1024),var(50)))||1)
; AI: Injected Hop Back Logic (stateno 105)
trigger1 = (p2bodydist x = [0,80]) || ((p2bodydist x = [-11,80]) && backedgebodydist > 80)
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 48)/2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 105
triggerall = p2dist x <= 200+20
trigger1 = backedgebodydist < 50 && p2bodydist x < 80 && enemynear, movetype = A
trigger2 = numproj > 0 && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger3 = (enemynear,animtime = [-10,0]) && (p2bodydist x < 100)
trigger1 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x >= 120
trigger1 = enemynear,vel y <= 0 && backedgedist >= 60
trigger2 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x < 120
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, super_jump]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = 1
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((MoveHit)&&(stateno=420)) || ((numenemy > 0)&&((enemynear, Vel X >= 4)&&1)),(var(50)|1024),var(50)))||1)
; AI: Injected Smart Jump Logic (stateno 700) - Optimized
triggerall = var(59) > 0 && roundstate = 2 && ctrl && pos y >= 0
triggerall = enemynear, statetype != L || p2bodydist x > 100 || (EnemyNear, Stateno = 5120 && enemynear,animtime = [-41,-30])
triggerall = enemynear, movetype != H || enemynear, statetype = A || EnemyNear, Stateno = [120,159]
triggerall = (!inguarddist || !ctrl || (enemynear,hitdefattr=sca,at && helper(4645644),var(1)<=1))
triggerall = random < (25+50*(enemynear, movetype = H)+100*(enemynear,hitdefattr=sca,at && helper(4645644),var(1)<=1 && abs(p2bodydist x) <= 60))* (var(59) * 65)/2
trigger1 = (((p2bodydist x = [60,150]) && (enemynear, movetype != A && enemynear, movetype != H)) || (p2bodydist x = [120, 135]) || (p2bodydist x = [54, 66]) || (enemynear, movetype = A && (enemynear, vel x > 1) && p2bodydist x < 150 && (enemynear, hitdefattr = SC, AA, AT, AP)))
trigger2 = (enemynear, movetype = H && enemynear, statetype = A && (enemynear, vel y < -1) && (p2bodydist x <= 120)) || (enemynear, movetype=A && enemynear, statetype!=A  && (p2bodydist x = [50,190]) && !(Enemynear,Ctrl||StateNo=21)) || (EnemyNear, StateType = A && (P2Dist Y = [-120, -20]) && (EnemyNear, Vel Y > -1))
trigger3 = ((backedgebodydist < 50) && (p2bodydist x < 80) && enemynear, movetype = A)
trigger4 = numproj > 0 && InGuardDist && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger5 = enemynear, movetype = H || (enemynear,hitdefattr=sca,at && helper(4645644),var(1)<=1 && abs(p2bodydist x) <= 60) || p2bodydist x > 120 || (random%5=0 && p2bodydist x = [40,100])
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, super_jump]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = 1
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
; AI: Injected Smart Jump Logic (stateno 700) - Optimized
triggerall = var(59) > 0 && roundstate = 2 && ctrl && pos y >= 0
triggerall = enemynear, statetype != L || p2bodydist x > 100 || (EnemyNear, Stateno = 5120 && enemynear,animtime = [-41,-30])
triggerall = enemynear, movetype != H || enemynear, statetype = A || EnemyNear, Stateno = [120,159]
triggerall = (!inguarddist || !ctrl || (enemynear,hitdefattr=sca,at && helper(4645644),var(1)<=1))
triggerall = random < (25+50*(enemynear, movetype = H)+100*(enemynear,hitdefattr=sca,at && helper(4645644),var(1)<=1 && abs(p2bodydist x) <= 60))* (var(59) * 49)/3
trigger1 = (((p2bodydist x = [60,150]) && (enemynear, movetype != A && enemynear, movetype != H)) || (p2bodydist x = [120, 135]) || (p2bodydist x = [54, 66]) || (enemynear, movetype = A && (enemynear, vel x > 1) && p2bodydist x < 150 && (enemynear, hitdefattr = SC, AA, AT, AP)))
trigger2 = (enemynear, movetype = H && enemynear, statetype = A && (enemynear, vel y < -1) && (p2bodydist x <= 120)) || (enemynear, movetype=A && enemynear, statetype!=A  && (p2bodydist x = [50,190]) && !(Enemynear,Ctrl||StateNo=21)) || (EnemyNear, StateType = A && (P2Dist Y = [-120, -20]) && (EnemyNear, Vel Y > -1))
trigger3 = ((backedgebodydist < 50) && (p2bodydist x < 80) && enemynear, movetype = A)
trigger4 = numproj > 0 && InGuardDist && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger5 = enemynear, movetype = H || (enemynear,hitdefattr=sca,at && helper(4645644),var(1)<=1 && abs(p2bodydist x) <= 60) || p2bodydist x > 120 || (random%5=0 && p2bodydist x = [40,100])
triggerall = ((var(50):=IfElse(((MoveHit)&&(stateno=420)) || ((numenemy > 0)&&((enemynear, Vel X >= 4)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Dash FWD]
type = ChangeState
value = 100
triggerall = 1
triggerall = StateType = S
triggerall = (1)
triggerall = (StateNo != 100)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 56)/2 && stateno != [100,102])
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (StateNo != 105)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Run]
type=changestate
value=100
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((1&&numenemy)&&(roundstate=2&&statetype!=A)&&(1&&(stateno!=[100,106]))&&((enemynear,movetype!=A)&&p2bodydist x>=160&&random<100)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
; AI: Injected Run Logic (stateno 100)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && enemynear, statetype = A
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 63)/2)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 100
trigger1 = p2bodydist x > 180
trigger1 = p2bodydist y = [-120,-41]
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = 1
triggerall = (roundstate = 2)
triggerall = StateType = S
triggerall = (1)
triggerall = (StateNo != 100)
triggerall = p2bodydist x = [0,80]
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 53)/3 && stateno != [105,106]
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = (StateNo != 105)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1]
type = ChangeState
value = 105
triggerall= 1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= 1 && (stateno!=[100,106])
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse((((enemynear,movetype=A)&&backedgedist>=80&&(p2bodydist x=[80,120])&&(enemynear,vel x))&&(random<ifelse((enemynear,hitdefattr=SC,AT),150,50))) || (((p2bodydist x=[0,80])&&backedgebodydist>=80)&&(enemynear,stateno=5120&&enemynear,animtime=-3&&random<500)),(var(50)|1024),var(50)))||1)
; AI: Injected Hop Back Logic (stateno 105)
trigger1 = (p2bodydist x = [0,80]) || ((p2bodydist x = [-11,80]) && backedgebodydist > 80)
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 54)/3
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 105
triggerall = p2dist x <= 200+20
trigger1 = backedgebodydist < 50 && p2bodydist x < 80 && enemynear, movetype = A
trigger2 = numproj > 0 && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger3 = (enemynear,animtime = [-10,0]) && (p2bodydist x < 100)
trigger1 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x >= 120
trigger1 = enemynear,vel y <= 0 && backedgedist >= 60
trigger2 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x < 120
triggerall = (var(50) & 1024)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Dash FWD]
type = ChangeState
value = 107
triggerall = 1
triggerall = StateType = A
triggerall = (1)
triggerall = (StateNo != 107)
; AI: Injected Run Logic (stateno 107)
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (EnemyNear, Vel X) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && enemynear, statetype = A
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (var(59) > 0 && roundstate = 2 && random <= 13* (var(59) * 64)/2)
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 107
trigger1 = p2bodydist x > 180
trigger1 = p2bodydist y = [-120,-41]
triggerall = (StateNo != 108)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Dash Back]
type = ChangeState
value = 108
triggerall = 1
triggerall = (roundstate = 2)
triggerall = StateType = A
triggerall = (1)
triggerall = (StateNo != 107)
; AI: Injected Hop Back Logic (stateno 108)
trigger1 = (p2bodydist x = [0,80]) || ((p2bodydist x = [-11,80]) && backedgebodydist > 80)
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3* (var(59) * 58)/4
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0)
triggerall = stateno != 108
triggerall = p2dist x <= 200+20
trigger1 = backedgebodydist < 50 && p2bodydist x < 80 && enemynear, movetype = A
trigger2 = numproj > 0 && p2bodydist x > 80 && p2bodydist x < 200 && pos y >= 0
trigger3 = (enemynear,animtime = [-10,0]) && (p2bodydist x < 100)
trigger1 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x >= 120
trigger1 = enemynear,vel y <= 0 && backedgedist >= 60
trigger2 = enemynear, statetype = A && enemynear, movetype = H && p2bodydist x < 120
triggerall = (StateNo != 108)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Unified AI Air Follow-up (Target: 700)]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = 1
triggerall = statetype!=A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50):=IfElse(((MoveHit)&&(stateno=420)) || ((numenemy > 0)&&((enemynear, Vel X >= 4)&&1)),(var(50)|1024),var(50)))||1)
triggerall = (var(50) & 1024)

; --- Unified Air Combo Triggers ---
triggerall = var(59) > 0 && roundstate = 2
triggerall = (ctrl) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0 && random <= 850) || ((helper(4645644),var(50) & 2048) && helper(4645644),var(51) > 0) ;|| (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0 && random <= 850) || (helper(4645644),var(50) = 1 && helper(4645644),var(51) > 0) ;ctrl
triggerall = statetype != A
;triggerall = EnemyNear, StateType != L
triggerall = (enemynear, movetype = H && enemynear, statetype = A) || (enemynear, statetype = A)
triggerall = (random <= 950 * (var(59) * 59)/2) || (enemynear, statetype = A) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42)
triggerall = numenemy > 0
triggerall = (EnemyNear, Vel Y < -2.5) || (EnemyNear, Vel Y < -4) || (EnemyNear, StateType = A && EnemyNear, MoveType = H) ; Confirm P2 is Airborne/Launched
trigger1 = stateno = 420 && movehit = 1
trigger2 = stateno = 850 && movehit = 1
trigger3 = stateno = 1300 && movehit = 1
trigger4 = stateno = 3001 && movehit = 1
trigger5 = stateno = 3100 && movehit = 1
trigger6 = stateno = 3103 && movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

;AIhelper
[Statedef 4645644]
;anim = 20218;9999;20218;9999;20218
Ctrl = 0
; [Listen & Buffer]
; We consolidate the 4 triggers into a single check.
; If any overflow helper has a command, we grab it into var(58).
; Then, we send that command to our parent (the main character) command
; We use Bit 10 (1024) to ensure the AI "Gate" is open before listening.

;==================================================
;--- AI OVERFLOW COMMAND BUS (CPU LOGIC) ---;==================================================
[State 4645644, AI Overflow Command Bus - Listen]
type = VarSet
triggerall = var(50) & 1024  ; <--- Only listen if AI Gate is open
triggerall = 1
trigger1 = NumHelper(456456) && Helper(456456),var(56) > 0 && (var(58) := Helper(456456),var(56)) || 1
trigger2 = NumHelper(456456+1) && Helper(456456+1),var(56) > 0 && (var(58) := Helper(456456+1),var(56)) || 1
trigger3 = NumHelper(456456+2) && Helper(456456+2),var(56) > 0 && (var(58) := Helper(456456+2),var(56)) || 1
trigger4 = NumHelper(456456+3) && Helper(456456+3),var(56) > 0 && (var(58) := Helper(456456+3),var(56)) || 1
v = 57 ; Use a temporary var to flag that a command has been received
value = 1
ignorehitpause = 1

[State 4645644, AI Overflow Command Bus - Send]
type = ParentVarSet
trigger1 = var(57) = 1
trigger1 = Parent, var(58) != var(58)
; Only send if Parent is in a state where they can actually move (Ctrl)
; AND only if the parent's buffer is currently empty (0)
;trigger1 = (Parent, Ctrl) && (Parent, var(58) = 0)
v = 58 ; Set the main character's (our parent's) command buffer to 58
value = var(58)
ignorehitpause = 1

[State 4645644, AI Overflow Command Bus - Reset]
type = VarSet
trigger1 = var(57) = 1
v = 58 ; Clear our internal buffer
value = 0
ignorehitpause = 1
[State 4645644, AI Overflow Command Bus - Reset Flag]
type = VarSet
trigger1 = var(57) = 1
v = 57 ; Reset the flag
value = 0
ignorehitpause = 1
; -- COMBO BREAKER & SPECIAL MODE LOGIC --
; Burst Cooldown Logic
[State , Burst Cooldown]
type = VarAdd
trigger1 = var(35) > 0
v = 35 ; This var tracks the cooldown for using the burst.
value = -1
ignorehitpause = 1

[State , Special Mode Placeholder]
type = Null
; This is a placeholder for your character's special mode.
; To make the burst AI smarter, find the StateDef for your special mode
; and add a controller to set var(36) = 1 on activation and var(36) = 0 on deactivation.
trigger1 = 1

; -- STRATEGIC MODE CONTROLLERS --
[State 33000, Set Strategy]
type = VarSet
triggerall = 1
trigger1 = 1
v = 25 ; Using var(25) for strategy
; Default to Aggressive (1)
value = 1

[State 33000, Strategy: Defensive]
type = VarSet
trigger1 = Life > enemynear,Life
v = 25
value = 2

[State 33000, Strategy: Finisher]
type = VarSet
trigger1 = Power >= 1000 && enemynear,life < 250
v = 25
value = 3

; -- PRESSURE RESET LOGIC --
[State 33000, Detect Blocked Hit]
type = VarSet
; This triggers on the frame a move connects but is blocked
trigger1 = MoveContact && enemynear, movetype = H
; Set a cooldown timer for our pressure (e.g., 60 frames)
v = 26 ; Using var(26) for pressure cooldown
value = 60
ignorehitpause = 1

[State 33000, Pressure Cooldown]
type = VarAdd
trigger1 = var(26) > 0
v = 26
value = -1
ignorehitpause = 1

; -- MEATY OKIZEME LOGIC --
[State 33000, Detect Knockdown]
type = VarSet
; When P2 is knocked down, get their recovery time.
trigger1 = enemynear, statetype = L && var(27) <= 0
v = 27 ; Using var(27) for meaty timer
value = EnemyNear, GetHitVar(fall.recovertime)
ignorehitpause = 1

[State 33000, Meaty Timer Countdown]
type = VarAdd
trigger1 = var(27) > 0
v = 27
value = -1
ignorehitpause = 1

[State 33000, Reset Meaty Timer]
type = VarSet
trigger1 = var(27) > 0 && enemynear, statetype != L
v = 27
value = 0
ignorehitpause = 1

; -- METER MANAGEMENT POLICY --
[State 33000, Set Meter Policy]
type = VarSet
trigger1 = 1
triggerall = 1
v = 28 ; 0=Spend, 1=Save for L2+, 2=Save for L3
value = 0 ; Default: Spend freely

[State 33000, Policy: Save Meter]
type = VarSet
trigger1 = Life > Enemynear,Life && Life > 600 && Power < 2000
v = 28
value = 1 ; Save up for a level 2

[State 33000, Policy: Finisher Mode]
type = VarSet
trigger1 = var(25) = 3 ; If in Finisher strategy mode
v = 28
value = 0 ; Spend everything

; -- WHIFF PUNISH LOGIC --
[State 33000, Detect Whiffed Attack]
type = VarSet
; If the enemy is in an attack state but we are not in hitstun, they might have whiffed.
trigger1 = EnemyNear,MoveType = A && MoveType != H
trigger1 = P2Dist X < 150 ; Only track whiffs at close-to-mid range
; Store the recovery time of their move. We approximate this with AnimTime.
; A more complex helper could learn exact recovery frames.
v = 29 ; Using var(29) for whiff punish window
value = EnemyNear,AnimTime
ignorehitpause = 1

[State 33000, Whiff Countdown]
type = VarAdd
trigger1 = var(29) < 0
v = 29
value = 1 ; Counts up towards 0
ignorehitpause = 1

[State 33000, Reset Whiff Tracker]
type = VarSet
trigger1 = var(29) >= 0
trigger2 = EnemyNear,MoveType != A
v = 29
value = 0
ignorehitpause = 1


;==================================================
;--- UNIVERSAL CANCELLABLE STATE FLAG (DEFINITIVE) ---; This var is 1 only when the player is in a state; that the developer has defined as being cancellable.;==================================================
[State 4645644, Set "IsCancellable" Flag (Bit 11)]
type = VarSet
trigger1 = root,stateno = -3
trigger2 = root,stateno = -2
trigger3 = root,stateno = 0
trigger4 = root,stateno = 10
trigger5 = root,stateno = 11
trigger6 = root,stateno = 12
trigger7 = root,stateno = 20
trigger8 = root,stateno = 40
trigger9 = root,stateno = 45
trigger10 = root,stateno = 50
trigger11 = root,stateno = 51
trigger12 = root,stateno = 52
trigger13 = root,stateno = 70
trigger14 = root,stateno = 100
trigger15 = root,stateno = 101
trigger16 = root,stateno = 105
trigger17 = root,stateno = 106
trigger18 = root,stateno = 107
trigger19 = root,stateno = 108
trigger20 = root,stateno = 110
trigger21 = root,stateno = 115
trigger22 = root,stateno = 120
trigger23 = root,stateno = 130
trigger24 = root,stateno = 131
trigger25 = root,stateno = 132
trigger26 = root,stateno = 140
trigger27 = root,stateno = 150
trigger28 = root,stateno = 151
trigger29 = root,stateno = 152
trigger30 = root,stateno = 153
trigger31 = root,stateno = 154
trigger32 = root,stateno = 155
trigger33 = root,stateno = 170
trigger34 = root,stateno = 175
trigger35 = root,stateno = 180
trigger36 = root,stateno = 181
trigger37 = root,stateno = 182
trigger38 = root,stateno = 183
trigger39 = root,stateno = 184
trigger40 = root,stateno = 185
trigger41 = root,stateno = 190
trigger42 = root,stateno = 191
trigger43 = root,stateno = 192
trigger44 = root,stateno = 193
trigger45 = root,stateno = 194
trigger46 = root,stateno = 195
trigger47 = root,stateno = 196
trigger48 = root,stateno = 198
trigger49 = root,stateno = 199
trigger50 = root,stateno = 200
trigger51 = root,stateno = 210
trigger52 = root,stateno = 215
trigger53 = root,stateno = 220
trigger54 = root,stateno = 230
trigger55 = root,stateno = 240
trigger56 = root,stateno = 250
trigger57 = root,stateno = 400
trigger58 = root,stateno = 401
trigger59 = root,stateno = 402
trigger60 = root,stateno = 403
trigger61 = root,stateno = 410
trigger62 = root,stateno = 420
trigger63 = root,stateno = 430
trigger64 = root,stateno = 440
trigger65 = root,stateno = 450
trigger66 = root,stateno = 600
trigger67 = root,stateno = 610
trigger68 = root,stateno = 620
trigger69 = root,stateno = 630
trigger70 = root,stateno = 640
trigger71 = root,stateno = 650
trigger72 = root,stateno = 700
trigger73 = root,stateno = 701
trigger74 = root,stateno = 800
trigger75 = root,stateno = 810
trigger76 = root,stateno = 820
trigger77 = root,stateno = 821
trigger78 = root,stateno = 822
trigger79 = root,stateno = 850
trigger80 = root,stateno = 851
trigger81 = root,stateno = 852
trigger82 = root,stateno = 853
trigger83 = root,stateno = 1000
trigger84 = root,stateno = 1055
trigger85 = root,stateno = 1100
trigger86 = root,stateno = 1225
trigger87 = root,stateno = 1226
trigger88 = root,stateno = 1300
trigger89 = root,stateno = 1301
trigger90 = root,stateno = 1302
trigger91 = root,stateno = 1304
trigger92 = root,stateno = 1305
trigger93 = root,stateno = 1306
trigger94 = root,stateno = 1307
trigger95 = root,stateno = 1400
trigger96 = root,stateno = 1450
trigger97 = root,stateno = 1451
trigger98 = root,stateno = 1833
trigger99 = root,stateno = 1844
trigger100 = root,stateno = 1855
trigger101 = root,stateno = 1856
trigger102 = root,stateno = 1922
trigger103 = root,stateno = 1933
trigger104 = root,stateno = 1966
trigger105 = root,stateno = 1977
trigger106 = root,stateno = 1998
trigger107 = root,stateno = 1999
trigger108 = root,stateno = 2300
trigger109 = root,stateno = 2301
trigger110 = root,stateno = 2302
trigger111 = root,stateno = 3000
trigger112 = root,stateno = 3001
trigger113 = root,stateno = 3100
trigger114 = root,stateno = 3101
trigger115 = root,stateno = 3102
trigger116 = root,stateno = 3103
trigger117 = root,stateno = 3200
trigger118 = root,stateno = 3201
trigger119 = root,stateno = 3202
trigger120 = root,stateno = 3203
trigger121 = root,stateno = 3213
trigger122 = root,stateno = 3214
trigger123 = root,stateno = 3300
trigger124 = root,stateno = 3400
trigger125 = root,stateno = 3401
trigger126 = root,stateno = 3500
trigger127 = root,stateno = 3700
trigger128 = root,stateno = 3701
trigger129 = root,stateno = 3702
trigger130 = root,stateno = 3703
trigger131 = root,stateno = 3705
trigger132 = root,stateno = 3750
trigger133 = root,stateno = 4000
trigger134 = root,stateno = 4010
trigger135 = root,stateno = 4011
trigger136 = root,stateno = 4012
trigger137 = root,stateno = 4013
trigger138 = root,stateno = 4020
trigger139 = root,stateno = 4021
trigger140 = root,stateno = 4030
trigger141 = root,stateno = 4031
trigger142 = root,stateno = 4035
trigger143 = root,stateno = 5000
trigger144 = root,stateno = 5001
trigger145 = root,stateno = 5010
trigger146 = root,stateno = 5011
trigger147 = root,stateno = 5020
trigger148 = root,stateno = 5030
trigger149 = root,stateno = 5035
trigger150 = root,stateno = 5040
trigger151 = root,stateno = 5050
trigger152 = root,stateno = 5070
trigger153 = root,stateno = 5071
trigger154 = root,stateno = 5080
trigger155 = root,stateno = 5081
trigger156 = root,stateno = 5100
trigger157 = root,stateno = 5101
trigger158 = root,stateno = 5110
trigger159 = root,stateno = 5120
trigger160 = root,stateno = 5150
trigger161 = root,stateno = 5200
trigger162 = root,stateno = 5201
trigger163 = root,stateno = 5210
trigger164 = root,stateno = 5300
trigger165 = root,stateno = 5350
trigger166 = root,stateno = 5351
trigger167 = root,stateno = 5500
trigger168 = root,stateno = 5900
trigger169 = root,stateno = 6300
trigger170 = root,stateno = 6310
trigger171 = root,stateno = 6320
trigger172 = root,stateno = 6350
trigger173 = root,stateno = 7010
trigger174 = root,stateno = 7695
trigger175 = root,stateno = 7696
trigger176 = root,stateno = 8001
trigger177 = root,stateno = 8002
trigger178 = root,stateno = 8020
trigger179 = root,stateno = 8300
trigger180 = root,stateno = 8301
trigger181 = root,stateno = 8302
trigger182 = root,stateno = 8305
trigger183 = root,stateno = 8900
trigger184 = root,stateno = 9000
trigger185 = root,stateno = 9100
trigger186 = root,stateno = 9600
trigger187 = root,stateno = 9601
trigger188 = root,stateno = 9741
trigger189 = root,stateno = 10190
trigger190 = root,stateno = 10195
trigger191 = root,stateno = 11195
trigger192 = root,stateno = 11196
trigger193 = root,stateno = 12022
trigger194 = root,stateno = 15000
trigger195 = root,stateno = 15001
trigger196 = root,stateno = 15002
trigger197 = root,stateno = 19401
trigger198 = root,stateno = 19402
trigger199 = root,stateno = 19602
trigger200 = root,stateno = 19660
trigger201 = root,stateno = 30316
trigger202 = root,stateno = 32011
trigger203 = root,stateno = 33011
trigger204 = root,stateno = 40001
trigger205 = root,stateno = 40002
trigger206 = root,stateno = 40003
trigger207 = root,stateno = 40004
trigger208 = root,stateno = 77010
v = 50
value = var(50) | 2048
ignorehitpause = 1
[State 4645644, Reset "IsCancellable" Flag (Bit 11)]
type = VarSet
triggerall = (var(50) & 2048)
triggerall = root,stateno != -3
triggerall = root,stateno != -2
triggerall = root,stateno != 0
triggerall = root,stateno != 10
triggerall = root,stateno != 11
triggerall = root,stateno != 12
triggerall = root,stateno != 20
triggerall = root,stateno != 40
triggerall = root,stateno != 45
triggerall = root,stateno != 50
triggerall = root,stateno != 51
triggerall = root,stateno != 52
triggerall = root,stateno != 70
triggerall = root,stateno != 100
triggerall = root,stateno != 101
triggerall = root,stateno != 105
triggerall = root,stateno != 106
triggerall = root,stateno != 107
triggerall = root,stateno != 108
triggerall = root,stateno != 110
triggerall = root,stateno != 115
triggerall = root,stateno != 120
triggerall = root,stateno != 130
triggerall = root,stateno != 131
triggerall = root,stateno != 132
triggerall = root,stateno != 140
triggerall = root,stateno != 150
triggerall = root,stateno != 151
triggerall = root,stateno != 152
triggerall = root,stateno != 153
triggerall = root,stateno != 154
triggerall = root,stateno != 155
triggerall = root,stateno != 170
triggerall = root,stateno != 175
triggerall = root,stateno != 180
triggerall = root,stateno != 181
triggerall = root,stateno != 182
triggerall = root,stateno != 183
triggerall = root,stateno != 184
triggerall = root,stateno != 185
triggerall = root,stateno != 190
triggerall = root,stateno != 191
triggerall = root,stateno != 192
triggerall = root,stateno != 193
triggerall = root,stateno != 194
triggerall = root,stateno != 195
triggerall = root,stateno != 196
triggerall = root,stateno != 198
triggerall = root,stateno != 199
triggerall = root,stateno != 200
triggerall = root,stateno != 210
triggerall = root,stateno != 215
triggerall = root,stateno != 220
triggerall = root,stateno != 230
triggerall = root,stateno != 240
triggerall = root,stateno != 250
triggerall = root,stateno != 400
triggerall = root,stateno != 401
triggerall = root,stateno != 402
triggerall = root,stateno != 403
triggerall = root,stateno != 410
triggerall = root,stateno != 420
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 450
triggerall = root,stateno != 600
triggerall = root,stateno != 610
triggerall = root,stateno != 620
triggerall = root,stateno != 630
triggerall = root,stateno != 640
triggerall = root,stateno != 650
triggerall = root,stateno != 700
triggerall = root,stateno != 701
triggerall = root,stateno != 800
triggerall = root,stateno != 810
triggerall = root,stateno != 820
triggerall = root,stateno != 821
triggerall = root,stateno != 822
triggerall = root,stateno != 850
triggerall = root,stateno != 851
triggerall = root,stateno != 852
triggerall = root,stateno != 853
triggerall = root,stateno != 1000
triggerall = root,stateno != 1055
triggerall = root,stateno != 1100
triggerall = root,stateno != 1225
triggerall = root,stateno != 1226
triggerall = root,stateno != 1300
triggerall = root,stateno != 1301
triggerall = root,stateno != 1302
triggerall = root,stateno != 1304
triggerall = root,stateno != 1305
triggerall = root,stateno != 1306
triggerall = root,stateno != 1307
triggerall = root,stateno != 1400
triggerall = root,stateno != 1450
triggerall = root,stateno != 1451
triggerall = root,stateno != 1833
triggerall = root,stateno != 1844
triggerall = root,stateno != 1855
triggerall = root,stateno != 1856
triggerall = root,stateno != 1922
triggerall = root,stateno != 1933
triggerall = root,stateno != 1966
triggerall = root,stateno != 1977
triggerall = root,stateno != 1998
triggerall = root,stateno != 1999
triggerall = root,stateno != 2300
triggerall = root,stateno != 2301
triggerall = root,stateno != 2302
triggerall = root,stateno != 3000
triggerall = root,stateno != 3001
triggerall = root,stateno != 3100
triggerall = root,stateno != 3101
triggerall = root,stateno != 3102
triggerall = root,stateno != 3103
triggerall = root,stateno != 3200
triggerall = root,stateno != 3201
triggerall = root,stateno != 3202
triggerall = root,stateno != 3203
triggerall = root,stateno != 3213
triggerall = root,stateno != 3214
triggerall = root,stateno != 3300
triggerall = root,stateno != 3400
triggerall = root,stateno != 3401
triggerall = root,stateno != 3500
triggerall = root,stateno != 3700
triggerall = root,stateno != 3701
triggerall = root,stateno != 3702
triggerall = root,stateno != 3703
triggerall = root,stateno != 3705
triggerall = root,stateno != 3750
triggerall = root,stateno != 4000
triggerall = root,stateno != 4010
triggerall = root,stateno != 4011
triggerall = root,stateno != 4012
triggerall = root,stateno != 4013
triggerall = root,stateno != 4020
triggerall = root,stateno != 4021
triggerall = root,stateno != 4030
triggerall = root,stateno != 4031
triggerall = root,stateno != 4035
triggerall = root,stateno != 5000
triggerall = root,stateno != 5001
triggerall = root,stateno != 5010
triggerall = root,stateno != 5011
triggerall = root,stateno != 5020
triggerall = root,stateno != 5030
triggerall = root,stateno != 5035
triggerall = root,stateno != 5040
triggerall = root,stateno != 5050
triggerall = root,stateno != 5070
triggerall = root,stateno != 5071
triggerall = root,stateno != 5080
triggerall = root,stateno != 5081
triggerall = root,stateno != 5100
triggerall = root,stateno != 5101
triggerall = root,stateno != 5110
triggerall = root,stateno != 5120
triggerall = root,stateno != 5150
triggerall = root,stateno != 5200
triggerall = root,stateno != 5201
triggerall = root,stateno != 5210
triggerall = root,stateno != 5300
triggerall = root,stateno != 5350
triggerall = root,stateno != 5351
triggerall = root,stateno != 5500
triggerall = root,stateno != 5900
triggerall = root,stateno != 6300
triggerall = root,stateno != 6310
triggerall = root,stateno != 6320
triggerall = root,stateno != 6350
triggerall = root,stateno != 7010
triggerall = root,stateno != 7695
triggerall = root,stateno != 7696
triggerall = root,stateno != 8001
triggerall = root,stateno != 8002
triggerall = root,stateno != 8020
triggerall = root,stateno != 8300
triggerall = root,stateno != 8301
triggerall = root,stateno != 8302
triggerall = root,stateno != 8305
triggerall = root,stateno != 8900
triggerall = root,stateno != 9000
triggerall = root,stateno != 9100
triggerall = root,stateno != 9600
triggerall = root,stateno != 9601
triggerall = root,stateno != 9741
triggerall = root,stateno != 10190
triggerall = root,stateno != 10195
triggerall = root,stateno != 11195
triggerall = root,stateno != 11196
triggerall = root,stateno != 12022
triggerall = root,stateno != 15000
triggerall = root,stateno != 15001
triggerall = root,stateno != 15002
triggerall = root,stateno != 19401
triggerall = root,stateno != 19402
triggerall = root,stateno != 19602
triggerall = root,stateno != 19660
triggerall = root,stateno != 30316
triggerall = root,stateno != 32011
triggerall = root,stateno != 33011
triggerall = root,stateno != 40001
triggerall = root,stateno != 40002
triggerall = root,stateno != 40003
triggerall = root,stateno != 40004
triggerall = root,stateno != 77010
trigger1 = 1
v = 50
value = var(50) - (var(50) & 2048)
ignorehitpause = 1
[State 4645644, Set "IsCancellable" Flag]
type = Null;VarSet
trigger1 = root,stateno = -3
trigger2 = root,stateno = -2
trigger3 = root,stateno = 0
trigger4 = root,stateno = 10
trigger5 = root,stateno = 11
trigger6 = root,stateno = 12
trigger7 = root,stateno = 20
trigger8 = root,stateno = 40
trigger9 = root,stateno = 45
trigger10 = root,stateno = 50
trigger11 = root,stateno = 51
trigger12 = root,stateno = 52
trigger13 = root,stateno = 70
trigger14 = root,stateno = 100
trigger15 = root,stateno = 101
trigger16 = root,stateno = 105
trigger17 = root,stateno = 106
trigger18 = root,stateno = 107
trigger19 = root,stateno = 108
trigger20 = root,stateno = 110
trigger21 = root,stateno = 115
trigger22 = root,stateno = 120
trigger23 = root,stateno = 130
trigger24 = root,stateno = 131
trigger25 = root,stateno = 132
trigger26 = root,stateno = 140
trigger27 = root,stateno = 150
trigger28 = root,stateno = 151
trigger29 = root,stateno = 152
trigger30 = root,stateno = 153
trigger31 = root,stateno = 154
trigger32 = root,stateno = 155
trigger33 = root,stateno = 170
trigger34 = root,stateno = 175
trigger35 = root,stateno = 180
trigger36 = root,stateno = 181
trigger37 = root,stateno = 182
trigger38 = root,stateno = 183
trigger39 = root,stateno = 184
trigger40 = root,stateno = 185
trigger41 = root,stateno = 190
trigger42 = root,stateno = 191
trigger43 = root,stateno = 192
trigger44 = root,stateno = 193
trigger45 = root,stateno = 194
trigger46 = root,stateno = 195
trigger47 = root,stateno = 196
trigger48 = root,stateno = 198
trigger49 = root,stateno = 199
trigger50 = root,stateno = 200
trigger51 = root,stateno = 210
trigger52 = root,stateno = 215
trigger53 = root,stateno = 220
trigger54 = root,stateno = 230
trigger55 = root,stateno = 240
trigger56 = root,stateno = 250
trigger57 = root,stateno = 400
trigger58 = root,stateno = 401
trigger59 = root,stateno = 402
trigger60 = root,stateno = 403
trigger61 = root,stateno = 410
trigger62 = root,stateno = 420
trigger63 = root,stateno = 430
trigger64 = root,stateno = 440
trigger65 = root,stateno = 450
trigger66 = root,stateno = 600
trigger67 = root,stateno = 610
trigger68 = root,stateno = 620
trigger69 = root,stateno = 630
trigger70 = root,stateno = 640
trigger71 = root,stateno = 650
trigger72 = root,stateno = 700
trigger73 = root,stateno = 701
trigger74 = root,stateno = 800
trigger75 = root,stateno = 810
trigger76 = root,stateno = 820
trigger77 = root,stateno = 821
trigger78 = root,stateno = 822
trigger79 = root,stateno = 850
trigger80 = root,stateno = 851
trigger81 = root,stateno = 852
trigger82 = root,stateno = 853
trigger83 = root,stateno = 1000
trigger84 = root,stateno = 1055
trigger85 = root,stateno = 1100
trigger86 = root,stateno = 1225
trigger87 = root,stateno = 1226
trigger88 = root,stateno = 1300
trigger89 = root,stateno = 1301
trigger90 = root,stateno = 1302
trigger91 = root,stateno = 1304
trigger92 = root,stateno = 1305
trigger93 = root,stateno = 1306
trigger94 = root,stateno = 1307
trigger95 = root,stateno = 1400
trigger96 = root,stateno = 1450
trigger97 = root,stateno = 1451
trigger98 = root,stateno = 1833
trigger99 = root,stateno = 1844
trigger100 = root,stateno = 1855
trigger101 = root,stateno = 1856
trigger102 = root,stateno = 1922
trigger103 = root,stateno = 1933
trigger104 = root,stateno = 1966
trigger105 = root,stateno = 1977
trigger106 = root,stateno = 1998
trigger107 = root,stateno = 1999
trigger108 = root,stateno = 2300
trigger109 = root,stateno = 2301
trigger110 = root,stateno = 2302
trigger111 = root,stateno = 3000
trigger112 = root,stateno = 3001
trigger113 = root,stateno = 3100
trigger114 = root,stateno = 3101
trigger115 = root,stateno = 3102
trigger116 = root,stateno = 3103
trigger117 = root,stateno = 3200
trigger118 = root,stateno = 3201
trigger119 = root,stateno = 3202
trigger120 = root,stateno = 3203
trigger121 = root,stateno = 3213
trigger122 = root,stateno = 3214
trigger123 = root,stateno = 3300
trigger124 = root,stateno = 3400
trigger125 = root,stateno = 3401
trigger126 = root,stateno = 3500
trigger127 = root,stateno = 3700
trigger128 = root,stateno = 3701
trigger129 = root,stateno = 3702
trigger130 = root,stateno = 3703
trigger131 = root,stateno = 3705
trigger132 = root,stateno = 3750
trigger133 = root,stateno = 4000
trigger134 = root,stateno = 4010
trigger135 = root,stateno = 4011
trigger136 = root,stateno = 4012
trigger137 = root,stateno = 4013
trigger138 = root,stateno = 4020
trigger139 = root,stateno = 4021
trigger140 = root,stateno = 4030
trigger141 = root,stateno = 4031
trigger142 = root,stateno = 4035
trigger143 = root,stateno = 5000
trigger144 = root,stateno = 5001
trigger145 = root,stateno = 5010
trigger146 = root,stateno = 5011
trigger147 = root,stateno = 5020
trigger148 = root,stateno = 5030
trigger149 = root,stateno = 5035
trigger150 = root,stateno = 5040
trigger151 = root,stateno = 5050
trigger152 = root,stateno = 5070
trigger153 = root,stateno = 5071
trigger154 = root,stateno = 5080
trigger155 = root,stateno = 5081
trigger156 = root,stateno = 5100
trigger157 = root,stateno = 5101
trigger158 = root,stateno = 5110
trigger159 = root,stateno = 5120
trigger160 = root,stateno = 5150
trigger161 = root,stateno = 5200
trigger162 = root,stateno = 5201
trigger163 = root,stateno = 5210
trigger164 = root,stateno = 5300
trigger165 = root,stateno = 5350
trigger166 = root,stateno = 5351
trigger167 = root,stateno = 5500
trigger168 = root,stateno = 5900
trigger169 = root,stateno = 6300
trigger170 = root,stateno = 6310
trigger171 = root,stateno = 6320
trigger172 = root,stateno = 6350
trigger173 = root,stateno = 7010
trigger174 = root,stateno = 7695
trigger175 = root,stateno = 7696
trigger176 = root,stateno = 8001
trigger177 = root,stateno = 8002
trigger178 = root,stateno = 8020
trigger179 = root,stateno = 8300
trigger180 = root,stateno = 8301
trigger181 = root,stateno = 8302
trigger182 = root,stateno = 8305
trigger183 = root,stateno = 8900
trigger184 = root,stateno = 9000
trigger185 = root,stateno = 9100
trigger186 = root,stateno = 9600
trigger187 = root,stateno = 9601
trigger188 = root,stateno = 9741
trigger189 = root,stateno = 10190
trigger190 = root,stateno = 10195
trigger191 = root,stateno = 11195
trigger192 = root,stateno = 11196
trigger193 = root,stateno = 12022
trigger194 = root,stateno = 15000
trigger195 = root,stateno = 15001
trigger196 = root,stateno = 15002
trigger197 = root,stateno = 19401
trigger198 = root,stateno = 19402
trigger199 = root,stateno = 19602
trigger200 = root,stateno = 19660
trigger201 = root,stateno = 30316
trigger202 = root,stateno = 32011
trigger203 = root,stateno = 33011
trigger204 = root,stateno = 40001
trigger205 = root,stateno = 40002
trigger206 = root,stateno = 40003
trigger207 = root,stateno = 40004
trigger208 = root,stateno = 77010
v = 50 ; Using var(50) as our custom "IsCancellable" flag.
value = 1
ignorehitpause = 1
[State 4645644, Reset "IsCancellable" Flag]
type = Null;VarSet
triggerall = var(50) = 1
triggerall = root,stateno != -3
triggerall = root,stateno != -2
triggerall = root,stateno != 0
triggerall = root,stateno != 10
triggerall = root,stateno != 11
triggerall = root,stateno != 12
triggerall = root,stateno != 20
triggerall = root,stateno != 40
triggerall = root,stateno != 45
triggerall = root,stateno != 50
triggerall = root,stateno != 51
triggerall = root,stateno != 52
triggerall = root,stateno != 70
triggerall = root,stateno != 100
triggerall = root,stateno != 101
triggerall = root,stateno != 105
triggerall = root,stateno != 106
triggerall = root,stateno != 107
triggerall = root,stateno != 108
triggerall = root,stateno != 110
triggerall = root,stateno != 115
triggerall = root,stateno != 120
triggerall = root,stateno != 130
triggerall = root,stateno != 131
triggerall = root,stateno != 132
triggerall = root,stateno != 140
triggerall = root,stateno != 150
triggerall = root,stateno != 151
triggerall = root,stateno != 152
triggerall = root,stateno != 153
triggerall = root,stateno != 154
triggerall = root,stateno != 155
triggerall = root,stateno != 170
triggerall = root,stateno != 175
triggerall = root,stateno != 180
triggerall = root,stateno != 181
triggerall = root,stateno != 182
triggerall = root,stateno != 183
triggerall = root,stateno != 184
triggerall = root,stateno != 185
triggerall = root,stateno != 190
triggerall = root,stateno != 191
triggerall = root,stateno != 192
triggerall = root,stateno != 193
triggerall = root,stateno != 194
triggerall = root,stateno != 195
triggerall = root,stateno != 196
triggerall = root,stateno != 198
triggerall = root,stateno != 199
triggerall = root,stateno != 200
triggerall = root,stateno != 210
triggerall = root,stateno != 215
triggerall = root,stateno != 220
triggerall = root,stateno != 230
triggerall = root,stateno != 240
triggerall = root,stateno != 250
triggerall = root,stateno != 400
triggerall = root,stateno != 401
triggerall = root,stateno != 402
triggerall = root,stateno != 403
triggerall = root,stateno != 410
triggerall = root,stateno != 420
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 450
triggerall = root,stateno != 600
triggerall = root,stateno != 610
triggerall = root,stateno != 620
triggerall = root,stateno != 630
triggerall = root,stateno != 640
triggerall = root,stateno != 650
triggerall = root,stateno != 700
triggerall = root,stateno != 701
triggerall = root,stateno != 800
triggerall = root,stateno != 810
triggerall = root,stateno != 820
triggerall = root,stateno != 821
triggerall = root,stateno != 822
triggerall = root,stateno != 850
triggerall = root,stateno != 851
triggerall = root,stateno != 852
triggerall = root,stateno != 853
triggerall = root,stateno != 1000
triggerall = root,stateno != 1055
triggerall = root,stateno != 1100
triggerall = root,stateno != 1225
triggerall = root,stateno != 1226
triggerall = root,stateno != 1300
triggerall = root,stateno != 1301
triggerall = root,stateno != 1302
triggerall = root,stateno != 1304
triggerall = root,stateno != 1305
triggerall = root,stateno != 1306
triggerall = root,stateno != 1307
triggerall = root,stateno != 1400
triggerall = root,stateno != 1450
triggerall = root,stateno != 1451
triggerall = root,stateno != 1833
triggerall = root,stateno != 1844
triggerall = root,stateno != 1855
triggerall = root,stateno != 1856
triggerall = root,stateno != 1922
triggerall = root,stateno != 1933
triggerall = root,stateno != 1966
triggerall = root,stateno != 1977
triggerall = root,stateno != 1998
triggerall = root,stateno != 1999
triggerall = root,stateno != 2300
triggerall = root,stateno != 2301
triggerall = root,stateno != 2302
triggerall = root,stateno != 3000
triggerall = root,stateno != 3001
triggerall = root,stateno != 3100
triggerall = root,stateno != 3101
triggerall = root,stateno != 3102
triggerall = root,stateno != 3103
triggerall = root,stateno != 3200
triggerall = root,stateno != 3201
triggerall = root,stateno != 3202
triggerall = root,stateno != 3203
triggerall = root,stateno != 3213
triggerall = root,stateno != 3214
triggerall = root,stateno != 3300
triggerall = root,stateno != 3400
triggerall = root,stateno != 3401
triggerall = root,stateno != 3500
triggerall = root,stateno != 3700
triggerall = root,stateno != 3701
triggerall = root,stateno != 3702
triggerall = root,stateno != 3703
triggerall = root,stateno != 3705
triggerall = root,stateno != 3750
triggerall = root,stateno != 4000
triggerall = root,stateno != 4010
triggerall = root,stateno != 4011
triggerall = root,stateno != 4012
triggerall = root,stateno != 4013
triggerall = root,stateno != 4020
triggerall = root,stateno != 4021
triggerall = root,stateno != 4030
triggerall = root,stateno != 4031
triggerall = root,stateno != 4035
triggerall = root,stateno != 5000
triggerall = root,stateno != 5001
triggerall = root,stateno != 5010
triggerall = root,stateno != 5011
triggerall = root,stateno != 5020
triggerall = root,stateno != 5030
triggerall = root,stateno != 5035
triggerall = root,stateno != 5040
triggerall = root,stateno != 5050
triggerall = root,stateno != 5070
triggerall = root,stateno != 5071
triggerall = root,stateno != 5080
triggerall = root,stateno != 5081
triggerall = root,stateno != 5100
triggerall = root,stateno != 5101
triggerall = root,stateno != 5110
triggerall = root,stateno != 5120
triggerall = root,stateno != 5150
triggerall = root,stateno != 5200
triggerall = root,stateno != 5201
triggerall = root,stateno != 5210
triggerall = root,stateno != 5300
triggerall = root,stateno != 5350
triggerall = root,stateno != 5351
triggerall = root,stateno != 5500
triggerall = root,stateno != 5900
triggerall = root,stateno != 6300
triggerall = root,stateno != 6310
triggerall = root,stateno != 6320
triggerall = root,stateno != 6350
triggerall = root,stateno != 7010
triggerall = root,stateno != 7695
triggerall = root,stateno != 7696
triggerall = root,stateno != 8001
triggerall = root,stateno != 8002
triggerall = root,stateno != 8020
triggerall = root,stateno != 8300
triggerall = root,stateno != 8301
triggerall = root,stateno != 8302
triggerall = root,stateno != 8305
triggerall = root,stateno != 8900
triggerall = root,stateno != 9000
triggerall = root,stateno != 9100
triggerall = root,stateno != 9600
triggerall = root,stateno != 9601
triggerall = root,stateno != 9741
triggerall = root,stateno != 10190
triggerall = root,stateno != 10195
triggerall = root,stateno != 11195
triggerall = root,stateno != 11196
triggerall = root,stateno != 12022
triggerall = root,stateno != 15000
triggerall = root,stateno != 15001
triggerall = root,stateno != 15002
triggerall = root,stateno != 19401
triggerall = root,stateno != 19402
triggerall = root,stateno != 19602
triggerall = root,stateno != 19660
triggerall = root,stateno != 30316
triggerall = root,stateno != 32011
triggerall = root,stateno != 33011
triggerall = root,stateno != 40001
triggerall = root,stateno != 40002
triggerall = root,stateno != 40003
triggerall = root,stateno != 40004
triggerall = root,stateno != 77010
trigger1 = 1
v = 50
value = 0
ignorehitpause = 1

;==================================================
;--- UNIVERSAL CANCELLABLE COMBO STATE TIMER (Hit Confirm & Link Memory) ---; This var creates a window of opportunity after a successful hit.;==================================================
[State 4645644, Set Combo State Timer on Hit]
type = VarSet
trigger1 = root,MoveHit = 1
v = 51 ; Using var(51) as our Combo State Timer.
value = root,GetHitVar(hittime)
ignorehitpause = 1
[State 4645644, Combo Timer Countdown]
type = VarAdd
trigger1 = var(51) > 0
v = 51
value = -1
ignorehitpause = 1
[State 4645644, Combo Timer Reset]
type = VarSet
trigger1 = var(51) > 0
trigger1 = EnemyNear,MoveType != H
v = 51
value = 0
ignorehitpause = 1
; -- OMNI-ADAPTIVE COORDINATE DETECTION (REFINED) --
[State 4645644, P2 Vertical Zone Detection / var 45]
type = VarSet
trigger1 = NumEnemy
var(45) = (((EnemyNear, Pos Y) - (Root, Pos Y)) <= (EnemyNear, Const(size.mid.pos.y))) + (((EnemyNear, Pos Y) - (Root, Pos Y)) <= (-100 * (EnemyNear, Const(size.yscale)))) + (((EnemyNear, Pos Y) - (Root, Pos Y)) <= (-200 * (EnemyNear, Const(size.yscale))))
ignorehitpause = 1

[State 4645644, P2 Vertical Kinetic State / var 46]
type = VarSet
trigger1 = NumEnemy
var(46) = IfElse((EnemyNear, Vel Y) < -1, 1, IfElse((EnemyNear, Vel Y) > 1, 2, 0))
ignorehitpause = 1

[State 4645644, P2 Horizontal Zone Detection / var 47]
type = VarSet
trigger1 = NumEnemy
var(47) = IfElse(abs((EnemyNear, Pos X) - (Root, Pos X)) < (30 * (Root, Const(size.xscale))), 0, IfElse(abs((EnemyNear, Pos X) - (Root, Pos X)) < (90 * (Root, Const(size.xscale))), 1, IfElse(abs((EnemyNear, Pos X) - (Root, Pos X)) < (240 * (Root, Const(size.xscale))), 2, 3)))
ignorehitpause = 1

[State 4645644, P2 Positional Intent / var 48]
type = VarSet
trigger1 = NumEnemy
var(48) = IfElse((EnemyNear, Vel X) < -0.1, -1, IfElse((EnemyNear, Vel X) > 0.1, 1, 0))
ignorehitpause = 1

[State 4645644, Stage Pressure Detection / var 49]
type = VarSet
trigger1 = NumEnemy
var(49) = IfElse((EnemyNear, BackEdgeBodyDist) <= 40, 1, IfElse((Root, BackEdgeBodyDist) <= 40, 2, 0))
ignorehitpause = 1

[State 4645644, Closing Speed Detection / fvar 50]
type = VarSet
trigger1 = NumEnemy
fvar(50) = (((Root, Vel X) * (Root, Facing)) - ((EnemyNear, Vel X) * (EnemyNear, Facing))) * IfElse((EnemyNear, Pos X) > (Root, Pos X), 1, -1)
ignorehitpause = 1

;---------------------------------------------------------------------------
; OMNI-AI HELPER STATE CONTROLLER (FULL UNABRIDGED AMALGAMATION)
;---------------------------------------------------------------------------

[State 4645644, Safety Check / 33000]
type = SelfState
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

[State 4645644, Invisible / 33000]
type = AssertSpecial
trigger1 = IsHelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 4645644, Ghost Status / 33000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 4645644, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [SUPER / POWER DETECTION]
;---------------------------------------------------------------------------

[State 4645644, Super Detect / 超必殺判定]
type = VarSet
triggerall = Time
trigger1 = var(10) > EnemyNear,Power
var(9) = (var(10) - EnemyNear,Power)
ignorehitpause = 1

[State 4645644, Super Reset / 超必殺判定(リセット)]
type = VarSet
triggerall = Time
trigger1 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo = [0,105]
trigger3 = EnemyNear,StateNo = [120,155]
trigger4 = EnemyNear,StateNo = [5000,5210]
trigger5 = RoundState != 2
var(9) = 0
ignorehitpause = 1

[State 4645644, Power Record / ENEMY,POWER]
type = VarSet
trigger1 = 1
var(10) = EnemyNear,Power
ignorehitpause = 1

;---------------------------------------------------------------------------
;[POSITIONING & TRACKING - めくりガード対応ヘルパー]
;---------------------------------------------------------------------------

[State 4645644, Bind Position / 4444]
type = PosSet
trigger1 = 1
X = ifelse(NumEnemy > 0 && EnemyNear,Alive, Ceil((EnemyNear, Pos X - Pos X) * Facing - 10), 0)
Y = ifelse(NumEnemy > 0 && EnemyNear,Alive, Ceil(EnemyNear, Pos Y - Pos Y), 0)
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4645644, Turn Logic / 4444]
type = Turn
trigger1 = Facing = EnemyNear,Facing
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; [AI INTELLIGENCE & HUMAN DETECTION - 相手がAIか判別]
;---------------------------------------------------------------------------

[State 4645644, AI Reset / -2,ai]
type = VarSet
trigger1 = RoundState < 2
var(4) = 0
ignorehitpause = 1

[State 4645644, AI Clamp / -2,ai]
type = VarSet
trigger1 = Abs(var(4)) > 10
var(4) = IfElse(var(4) > 0, 10, -10)
ignorehitpause = 1

[State 4645644, Human Detect / -2,ai]
type = VarAdd
triggerall = EnemyNear,StateNo = [120,132]
triggerall = EnemyNear,PrevStateNo != [120,155]
trigger1 = EnemyNear,Time <= 1
trigger1 = !(EnemyNear, Vel X * EnemyNear, Facing < 0)
var(4) = 1
ignorehitpause = 1

[State 4645644, AI Detect / -2,ai]
type = VarAdd
triggerall = EnemyNear,StateNo = [120,132]
triggerall = EnemyNear,PrevStateNo != [120,155]
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear, Vel X * EnemyNear, Facing < 0
var(4) = -1
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ID TRACKING & VARIABLE RESET]
;---------------------------------------------------------------------------

[State 4645644, ID Acquire / -2,id]
type = VarSet
trigger1 = var(45) = 0
trigger1 = !EnemyNear,IsHelper
var(45) = EnemyNear,ID
ignorehitpause = 1

[State 4645644, Full Memory Wipe / -2,reset]
type = Null
triggerall = var(45) != 0 && var(45) != EnemyNear,ID
triggerall = !EnemyNear,IsHelper && EnemyNear,Alive && NumEnemy >= 2
trigger1 = var(2):=0 || var(3):=0 || var(6):=0 || 1
trigger1 = fvar(0):=0 || fvar(1):=0 || fvar(2):=0 || fvar(3):=0 || fvar(4):=0 || 1
trigger1 = fvar(5):=0 || fvar(6):=0 || fvar(7):=0 || fvar(8):=0 || fvar(9):=0 || 1
trigger1 = fvar(10):=0 || fvar(11):=0 || fvar(12):=0 || fvar(13):=0 || fvar(14):=0 || 1
trigger1 = fvar(15):=0 || fvar(16):=0 || fvar(17):=0 || fvar(18):=0 || fvar(19):=0 || 1
trigger1 = fvar(20):=0 || fvar(21):=0 || fvar(22):=0 || fvar(23):=0 || fvar(24):=0 || 1
trigger1 = fvar(25):=0 || fvar(26):=0 || fvar(27):=0 || fvar(28):=0 || fvar(29):=0 || 1
trigger1 = fvar(30):=0 || fvar(31):=0 || fvar(32):=0 || fvar(33):=0 || fvar(34):=0 || 1
trigger1 = fvar(35):=0 || fvar(36):=0 || fvar(37):=0 || fvar(38):=0 || fvar(39):=0 || 1
trigger1 = var(45) := EnemyNear,ID || 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PREVIOUS ACTION TRACKING]
;---------------------------------------------------------------------------

[State 4645644, History Root Hit / 直前行動]
type = VarSet
trigger1 = Root,MoveType = H
trigger1 = Root,PrevStateNo != [5000,5799]
trigger1 = Root,StateNo != [120,159]
var(13) = Root,PrevStateNo
ignorehitpause = 1

[State 4645644, History Root Attack / 直前行動]
type = VarSet
trigger1 = Root,MoveType = A 
var(14) = Root,StateNo
ignorehitpause = 1

[State 4645644, Preview Reset / Preview State]
type = VarSet
trigger1 = var(14) != 0
trigger1 = EnemyNear,MoveType != H || EnemyNear,StateNo = [150,159]
var(14) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;[FRAME DATA & ADVANTAGE]
;---------------------------------------------------------------------------

[State 4645644, Timer Reset / 32000]
type = VarSet
trigger1 = var(15) != 0
trigger1 = EnemyNear,MoveType != H && Root,MoveType != A
var(15) = 0
ignorehitpause = 1

[State 4645644, Timer Start / 32000]
type = VarSet
trigger1 = var(15) = 0
trigger1 = EnemyNear,MoveType = H || Root,HitDefAttr = SCA,AT
var(15) = Root,Time
ignorehitpause = 1

[State 4645644, Height Standing / 32000]
type = VarSet
trigger1 = EnemyNear,StateType = S || EnemyNear,StateType = L
var(16) = EnemyNear,Const(size.head.pos.y)
ignorehitpause = 1

[State 4645644, Height Crouching / 32000]
type = VarSet
trigger1 = EnemyNear,StateType = C
var(16) = EnemyNear,Const(size.mid.pos.y)
ignorehitpause = 1

[State 4645644, Height Aerial / 32000]
type = VarSet
trigger1 = EnemyNear,StateType = A
var(16) = -99
ignorehitpause = 1

[State 4645644, Recov Decrement / recover]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -1
ignorehitpause = 1

[State 4645644, Recov Reset / recover]
type = VarSet
triggerall = var(17) > 0
trigger1 = EnemyNear,MoveType != H
var(17) = 0
ignorehitpause = 1

[State 4645644, Air Guard Stun / ガード硬直]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo < 200
triggerall = EnemyNear,StateType = A
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1 || var(17) = 0
var(17) = EnemyNear,GetHitVar(CtrlTime) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 4645644, Ground Guard Stun / ガード硬直]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo < 200
triggerall = EnemyNear,StateType != A
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1 || var(17) = 0
var(17) = IfElse(EnemyNear,GetHitVar(CtrlTime) < EnemyNear,GetHitVar(HitTime), EnemyNear,GetHitVar(CtrlTime), EnemyNear,GetHitVar(HitTime)) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 4645644, Hit Stun / のけぞり時間]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo > 199
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1
var(17) = EnemyNear,GetHitVar(HitTime) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 4645644, Fall Recover Time / 受身不能時間]
type = VarSet
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1
var(17) = EnemyNear,GetHitVar(Fall.RecoverTime) - 1
ignorehitpause = 1

[State 4645644, Fall Safety Clamp / 受身不能時間]
type = VarSet
triggerall = NumEnemy >= 2
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,GetHitVar(Fall)
trigger1 = var(17) < EnemyNear,GetHitVar(Fall.RecoverTime) - 100
var(17) = EnemyNear,GetHitVar(Fall.RecoverTime) - 100
ignorehitpause = 1

[State 4645644, Hard Knockdown / 受身不能時間]
type = VarSet
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = !EnemyNear,GetHitVar(Fall.Recover)
trigger1 = EnemyNear,GetHitVar(Fall)
trigger2 = EnemyNear,StateNo = 5070
var(17) = 999
ignorehitpause = 1

;---------------------------------------------------------------------------
; [JUGGLE / FALL DIRECTION]
;---------------------------------------------------------------------------

[State 4645644, Juggle Init / up]
type = VarSet
trigger1 = var(18) <= 0
trigger1 = EnemyNear,StateType = L
var(18) = 15
ignorehitpause = 1

[State 4645644, Juggle Reset / up]
type = VarSet
trigger1 = var(18) = 0
trigger1 = Root,StateType = L
var(18) = -15
ignorehitpause = 1

[State 4645644, Juggle Direction / up]
type = VarAdd
triggerall = var(18) != 0
trigger1 = var(18) > 0
trigger1 = EnemyNear,StateType != L
trigger2 = var(18) < 0
trigger2 = Root,StateType != L
var(18) = IfElse(var(18) > 0, -1, 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
;[HELPER / PROJECTILE COUNTING - 相手のヘルパー数調べ]
;---------------------------------------------------------------------------

[State 4645644, Helper Init / ヘルパー数調べの準備]
type = VarSet
trigger1 = RoundState != 2
var(19) = 9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4645644, Helper Count / ヘルパー数を調べる]
type = VarSet
var(19) = EnemyNear,NumHelper
trigger1 = RoundState = 2
trigger1 = EnemyNear,Ctrl = 1
trigger1 = var(19) >= EnemyNear,NumHelper
trigger2 = EnemyNear,MoveType != A
trigger2 = Root,InGuardDist = 0
trigger2 = (EnemyNear,StateNo = [5000,5999]) || EnemyNear,StateNo =[50,200)
trigger2 = Root,StateNo != [120,162]
trigger2 = Root,StateNo != [5000,5300]
trigger2 = Root,MoveType != H
trigger2 = Root,HitPauseTime = 0 && EnemyNear,HitPauseTime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;[COMBO SCALING / HITS]
;---------------------------------------------------------------------------

[State 4645644, Combo Reset]
type = VarSet
triggerall = var(20) != 0
trigger1 = Root,MoveType = A
trigger2 = Root,MoveType = H && Root,StateNo != [120,159]
var(20) = 0
ignorehitpause = 1

[State 4645644, Combo Increment]
type = VarAdd
trigger1 = Root,MoveType = H && !Root,Ctrl && Root,StateNo =[150,159]
var(20) = 1
ignorehitpause = 1

[State 4645644, Combo Decrement]
type = VarAdd
trigger1 = var(20) > 0
trigger1 = Root,MoveType != H
var(20) = -1
ignorehitpause = 1

[State 4645644, Hit Distance]
type = VarSet
trigger1 = Root,MoveHit = 1
var(21) = Ceil(Root,P2BodyDist Y)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ATTACK TIMING & ATTRIBUTES]
;---------------------------------------------------------------------------

[State 4645644, Time Reset]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,Time <= 1
trigger2 = EnemyNear,MoveType != A
var(0) = 0
ignorehitpause = 1

[State 4645644, Time Capture / time]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = var(0) = 0
var(0) = EnemyNear,Time
ignorehitpause = 1

[State 4645644, SubTime Reset]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,Time <= 1
trigger2 = EnemyNear,MoveType != A
var(8) = 0
ignorehitpause = 1

[State 4645644, SubTime Capture]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Root,MoveType = H
trigger1 = Root,Time <= 1
trigger1 = var(8) = 0
var(8) = EnemyNear,Time
ignorehitpause = 1

;---------------------------------------------------------------------------
; [SHIELD / ARMOR LOGIC]
;---------------------------------------------------------------------------

[State 4645644, Shield Reset / 7777]
type = VarSet
triggerall = var(1) != 0
trigger1 = EnemyNear,Time < 1
trigger2 = EnemyNear,MoveType != A
trigger3 = var(7) = 1
var(1) = 0
ignorehitpause = 1

[State 4645644, Shield Set / 7777]
type = VarAdd
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
var(1) = 1
ignorehitpause = 1

[State 4645644, Shield Flag Reset / 7777]
type = VarSet
triggerall = var(7) != 1
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP
var(7) = 1
ignorehitpause = 1

[State 4645644, Shield Flag Clear / 7777]
type = VarSet
triggerall = var(7) != 0
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = Root,MoveType = H || EnemyNear,MoveContact || EnemyNear,MoveReversed
trigger2 = EnemyNear,MoveType != A
trigger3 = !EnemyNear,HitDefAttr = SCA,AA,AP
var(7) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PATTERN RECOGNITION - SHIFT REGISTER]
;---------------------------------------------------------------------------

[State 4645644, Learn Reset State / stateno1]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = EnemyNear,MoveType != A
v = 2
value = 0
ignorehitpause = 1

[State 4645644, Learn Reset Time / time]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = EnemyNear,MoveType != A
v = 3
value = 0
ignorehitpause = 1

[State 4645644, Shift Register / 33000]
type = Null
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = var(2) != EnemyNear,StateNo
trigger1 = floor(fvar(0)) = EnemyNear,StateNo
trigger1 = var(2) := floor(fvar(0)) || 1
trigger1 = var(3) := floor(1000*(fvar(0)-floor(fvar(0))))
trigger2 = floor(fvar(1)) = EnemyNear,StateNo
trigger2 = var(2) := floor(fvar(1)) || 1
trigger2 = var(3) := floor(1000*(fvar(1)-floor(fvar(1))))
trigger3 = floor(fvar(2)) = EnemyNear,StateNo
trigger3 = var(2) := floor(fvar(2)) || 1
trigger3 = var(3) := floor(1000*(fvar(2)-floor(fvar(2))))
trigger4 = floor(fvar(3)) = EnemyNear,StateNo
trigger4 = var(2) := floor(fvar(3)) || 1
trigger4 = var(3) := floor(1000*(fvar(3)-floor(fvar(3))))
trigger5 = floor(fvar(4)) = EnemyNear,StateNo
trigger5 = var(2) := floor(fvar(4)) || 1
trigger5 = var(3) := floor(1000*(fvar(4)-floor(fvar(4))))
trigger6 = floor(fvar(5)) = EnemyNear,StateNo
trigger6 = var(2) := floor(fvar(5)) || 1
trigger6 = var(3) := floor(1000*(fvar(5)-floor(fvar(5))))
trigger7 = floor(fvar(6)) = EnemyNear,StateNo
trigger7 = var(2) := floor(fvar(6)) || 1
trigger7 = var(3) := floor(1000*(fvar(6)-floor(fvar(6))))
trigger8 = floor(fvar(7)) = EnemyNear,StateNo
trigger8 = var(2) := floor(fvar(7)) || 1
trigger8 = var(3) := floor(1000*(fvar(7)-floor(fvar(7))))
trigger9 = floor(fvar(8)) = EnemyNear,StateNo
trigger9 = var(2) := floor(fvar(8)) || 1
trigger9 = var(3) := floor(1000*(fvar(8)-floor(fvar(8))))
trigger10 = floor(fvar(9)) = EnemyNear,StateNo
trigger10 = var(2) := floor(fvar(9)) || 1
trigger10 = var(3) := floor(1000*(fvar(9)-floor(fvar(9))))
trigger11 = floor(fvar(10)) = EnemyNear,StateNo
trigger11 = var(2) := floor(fvar(10)) || 1
trigger11 = var(3) := floor(1000*(fvar(10)-floor(fvar(10))))
trigger12 = floor(fvar(11)) = EnemyNear,StateNo
trigger12 = var(2) := floor(fvar(11)) || 1
trigger12 = var(3) := floor(1000*(fvar(11)-floor(fvar(11))))
trigger13 = floor(fvar(12)) = EnemyNear,StateNo
trigger13 = var(2) := floor(fvar(12)) || 1
trigger13 = var(3) := floor(1000*(fvar(12)-floor(fvar(12))))
trigger14 = floor(fvar(13)) = EnemyNear,StateNo
trigger14 = var(2) := floor(fvar(13)) || 1
trigger14 = var(3) := floor(1000*(fvar(13)-floor(fvar(13))))
trigger15 = floor(fvar(14)) = EnemyNear,StateNo
trigger15 = var(2) := floor(fvar(14)) || 1
trigger15 = var(3) := floor(1000*(fvar(14)-floor(fvar(14))))
trigger16 = floor(fvar(15)) = EnemyNear,StateNo
trigger16 = var(2) := floor(fvar(15)) || 1
trigger16 = var(3) := floor(1000*(fvar(15)-floor(fvar(15))))
trigger17 = floor(fvar(16)) = EnemyNear,StateNo
trigger17 = var(2) := floor(fvar(16)) || 1
trigger17 = var(3) := floor(1000*(fvar(16)-floor(fvar(16))))
trigger18 = floor(fvar(17)) = EnemyNear,StateNo
trigger18 = var(2) := floor(fvar(17)) || 1
trigger18 = var(3) := floor(1000*(fvar(17)-floor(fvar(17))))
trigger19 = floor(fvar(18)) = EnemyNear,StateNo
trigger19 = var(2) := floor(fvar(18)) || 1
trigger19 = var(3) := floor(1000*(fvar(18)-floor(fvar(18))))
trigger20 = floor(fvar(19)) = EnemyNear,StateNo
trigger20 = var(2) := floor(fvar(19)) || 1
trigger20 = var(3) := floor(1000*(fvar(19)-floor(fvar(19))))
trigger21 = floor(fvar(20)) = EnemyNear,StateNo
trigger21 = var(2) := floor(fvar(20)) || 1
trigger21 = var(3) := floor(1000*(fvar(20)-floor(fvar(20))))
trigger22 = floor(fvar(21)) = EnemyNear,StateNo
trigger22 = var(2) := floor(fvar(21)) || 1
trigger22 = var(3) := floor(1000*(fvar(21)-floor(fvar(21))))
trigger23 = floor(fvar(22)) = EnemyNear,StateNo
trigger23 = var(2) := floor(fvar(22)) || 1
trigger23 = var(3) := floor(1000*(fvar(22)-floor(fvar(22))))
trigger24 = floor(fvar(23)) = EnemyNear,StateNo
trigger24 = var(2) := floor(fvar(23)) || 1
trigger24 = var(3) := floor(1000*(fvar(23)-floor(fvar(23))))
trigger25 = floor(fvar(24)) = EnemyNear,StateNo
trigger25 = var(2) := floor(fvar(24)) || 1
trigger25 = var(3) := floor(1000*(fvar(24)-floor(fvar(24))))
trigger26 = floor(fvar(25)) = EnemyNear,StateNo
trigger26 = var(2) := floor(fvar(25)) || 1
trigger26 = var(3) := floor(1000*(fvar(25)-floor(fvar(25))))
trigger27 = floor(fvar(26)) = EnemyNear,StateNo
trigger27 = var(2) := floor(fvar(26)) || 1
trigger27 = var(3) := floor(1000*(fvar(26)-floor(fvar(26))))
trigger28 = floor(fvar(27)) = EnemyNear,StateNo
trigger28 = var(2) := floor(fvar(27)) || 1
trigger28 = var(3) := floor(1000*(fvar(27)-floor(fvar(27))))
trigger29 = floor(fvar(28)) = EnemyNear,StateNo
trigger29 = var(2) := floor(fvar(28)) || 1
trigger29 = var(3) := floor(1000*(fvar(28)-floor(fvar(28))))
trigger30 = floor(fvar(29)) = EnemyNear,StateNo
trigger30 = var(2) := floor(fvar(29)) || 1
trigger30 = var(3) := floor(1000*(fvar(29)-floor(fvar(29))))
trigger31 = floor(fvar(30)) = EnemyNear,StateNo
trigger31 = var(2) := floor(fvar(30)) || 1
trigger31 = var(3) := floor(1000*(fvar(30)-floor(fvar(30))))
trigger32 = floor(fvar(31)) = EnemyNear,StateNo
trigger32 = var(2) := floor(fvar(31)) || 1
trigger32 = var(3) := floor(1000*(fvar(31)-floor(fvar(31))))
trigger33 = floor(fvar(32)) = EnemyNear,StateNo
trigger33 = var(2) := floor(fvar(32)) || 1
trigger33 = var(3) := floor(1000*(fvar(32)-floor(fvar(32))))
trigger34 = floor(fvar(33)) = EnemyNear,StateNo
trigger34 = var(2) := floor(fvar(33)) || 1
trigger34 = var(3) := floor(1000*(fvar(33)-floor(fvar(33))))
trigger35 = floor(fvar(34)) = EnemyNear,StateNo
trigger35 = var(2) := floor(fvar(34)) || 1
trigger35 = var(3) := floor(1000*(fvar(34)-floor(fvar(34))))
trigger36 = floor(fvar(35)) = EnemyNear,StateNo
trigger36 = var(2) := floor(fvar(35)) || 1
trigger36 = var(3) := floor(1000*(fvar(35)-floor(fvar(35))))
ignorehitpause = 1

[State 4645644, Pointer Advance / pointer]
type = VarAdd
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = var(6) < 35
trigger1 = var(5) > 0 && var(0) != 0
var(6) = 1
ignorehitpause = 1

[State 4645644, Pointer Reset / reset]
type = VarSet
trigger1 = var(5) > 0 && var(0) != 0
var(5) = 0
ignorehitpause = 1

[State 4645644, Capture State / stateno3]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A
triggerall = var(2) != EnemyNear,StateNo
trigger1 = var(0) != 0
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Capture Time / time]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A
triggerall = var(2) = EnemyNear,StateNo
trigger1 = var(0) != 0
var(3) = var(0)
ignorehitpause = 1

[State 4645644, Time Cap / max]
type = VarSet
trigger1 = var(3) > 999
var(3) = 999
ignorehitpause = 1

[State 4645644, New Pattern Detect / pointer]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A && var(0) != 0
triggerall = var(6) <= 35
triggerall = floor(fvar(0)) != var(2)
triggerall = floor(fvar(1)) != var(2)
triggerall = floor(fvar(2)) != var(2)
triggerall = floor(fvar(3)) != var(2)
triggerall = floor(fvar(4)) != var(2)
triggerall = floor(fvar(5)) != var(2)
triggerall = floor(fvar(6)) != var(2)
triggerall = floor(fvar(7)) != var(2)
triggerall = floor(fvar(8)) != var(2)
triggerall = floor(fvar(9)) != var(2)
triggerall = floor(fvar(10)) != var(2)
triggerall = floor(fvar(11)) != var(2)
triggerall = floor(fvar(12)) != var(2)
triggerall = floor(fvar(13)) != var(2)
triggerall = floor(fvar(14)) != var(2)
triggerall = floor(fvar(15)) != var(2)
triggerall = floor(fvar(16)) != var(2)
triggerall = floor(fvar(17)) != var(2)
triggerall = floor(fvar(18)) != var(2)
triggerall = floor(fvar(19)) != var(2)
triggerall = floor(fvar(20)) != var(2)
triggerall = floor(fvar(21)) != var(2)
triggerall = floor(fvar(22)) != var(2)
triggerall = floor(fvar(23)) != var(2)
triggerall = floor(fvar(24)) != var(2)
triggerall = floor(fvar(25)) != var(2)
triggerall = floor(fvar(26)) != var(2)
triggerall = floor(fvar(27)) != var(2)
triggerall = floor(fvar(28)) != var(2)
triggerall = floor(fvar(29)) != var(2)
triggerall = floor(fvar(30)) != var(2)
triggerall = floor(fvar(31)) != var(2)
triggerall = floor(fvar(32)) != var(2)
triggerall = floor(fvar(33)) != var(2)
triggerall = floor(fvar(34)) != var(2)
triggerall = floor(fvar(35)) != var(2)
triggerall = var(5) = 0
triggerall = EnemyNear,PrevStateNo != EnemyNear,StateNo
trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST
var(5) = 1
ignorehitpause = 1

[State 4645644, Record Pattern / record]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = var(5) = 1
fv = var(6)
value = var(2) + 0.001 * var(3)
ignorehitpause = 1

;---------------------------------------------------------------------------
;[ATTACK CLASSIFICATION SYSTEM]
;---------------------------------------------------------------------------

[State 4645644, Classify Reset / 判定用Var]
type = VarSet
triggerall = var(50)
trigger1 = Root,MoveType != H && Root,StateNo != [120,155]
trigger2 = Root,StateType = A && Root,StateNo =[120,155]
trigger3 = EnemyNear,MoveType != A
var(50) = 0
ignorehitpause = 1

[State 4645644, Classify Low Guard / 判定用Var]
type = VarSet
trigger1 = Root,StateNo =[120,155]
trigger1 = Root,StateType = C
var(50) = 1
ignorehitpause = 1

[State 4645644, Classify High Guard / 判定用Var]
type = VarSet
trigger1 = Root,StateNo = [120,155]
trigger1 = Root,StateType = S
var(50) = 2
ignorehitpause = 1

[State 4645644, Classify Clean / 判定用Varのリセット]
type = VarSet
triggerall = var(22)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger2 = Root,MoveType = A
var(22) = 0
ignorehitpause = 1

[State 4645644, Classify Detect LOW / 下段(立ちガード不可攻撃)判定]
type = VarSet
triggerall = RoundState = 2 && var(22) = 0
triggerall = Root,StateNo !=[120,155]
triggerall = Root,PrevStateNo !=[5000,5099]
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear,StateType = S
triggerall = Root,MoveType = H
triggerall = !EnemyNear,HitDefAttr = SCA,AT
trigger1 = Root,PrevStateNo = 130 || var(50) = 2
var(22) = 1
ignorehitpause = 1

[State 4645644, Classify Detect OVERHEAD / 中段(屈みガード不可攻撃)判定]
type = VarSet
triggerall = RoundState = 2 && var(22) = 0
triggerall = Root,StateNo != [120,155]
triggerall = Root,PrevStateNo != [5000,5099]
triggerall = EnemyNear,MoveType = A
triggerall = Root,MoveType = H
triggerall = !EnemyNear,HitDefAttr = SCA,AT
trigger1 = Root,PrevStateNo = 131 || var(50) = 1
var(22) = 2
ignorehitpause = 1

;---------------------------------------------------------------------------
; [MEMORY MANAGEMENT]
;---------------------------------------------------------------------------

[State 4645644, Memory Reset / 60000,Reset]
type = VarSet
triggerall = var(11) != 0
trigger1 = EnemyNear,StateNo != var(30) && EnemyNear,StateNo != var(31) && EnemyNear,StateNo != var(32)
trigger1 = EnemyNear,StateNo != var(33) && EnemyNear,StateNo != var(34) && EnemyNear,StateNo != var(35)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38)
trigger1 = EnemyNear,StateNo != var(39) && EnemyNear,StateNo != var(40) && EnemyNear,StateNo != var(41)
trigger1 = EnemyNear,StateNo != var(42) && EnemyNear,StateNo != var(43)
trigger2 = EnemyNear,MoveType != A
var(11) = 0
ignorehitpause = 1

[State 4645644, Memory Set LOW / 60000,下段]
type = VarSet
triggerall = var(11) != 1
trigger1 = var(30)>0 && EnemyNear,StateNo = var(30)
trigger2 = var(31)>0 && EnemyNear,StateNo = var(31)
trigger3 = var(32)>0 && EnemyNear,StateNo = var(32)
var(11) = 1
ignorehitpause = 1

[State 4645644, Memory Set OVERHEAD / 60000,中段]
type = VarSet
triggerall = var(11) != 2
trigger1 = var(33)>0 && EnemyNear,StateNo = var(33)
trigger2 = var(34)>0 && EnemyNear,StateNo = var(34)
trigger3 = var(35)>0 && EnemyNear,StateNo = var(35)
var(11) = 2
ignorehitpause = 1

[State 4645644, Memory Set THROW / 60000,投]
type = VarSet
triggerall = var(11) != 3
trigger1 = var(36)>0 && EnemyNear,StateNo = var(36)
trigger2 = var(37)>0 && EnemyNear,StateNo = var(37)
trigger3 = var(38)>0 && EnemyNear,StateNo = var(38)
trigger4 = var(39)>0 && EnemyNear,StateNo = var(39)
trigger5 = var(40)>0 && EnemyNear,StateNo = var(40)
trigger6 = var(41)>0 && EnemyNear,StateNo = var(41)
var(11) = 3
ignorehitpause = 1

[State 4645644, Memory Set UNBLOCKABLE / 60000,不可防]
type = VarSet
triggerall = var(11) != 4
trigger1 = var(42)>0 && EnemyNear,StateNo = var(42)
trigger2 = var(43)>0 && EnemyNear,StateNo = var(43)
var(11) = 4
ignorehitpause = 1

;---------------------------------------------------------------------------
; [LEARNING ALGORITHM]
;---------------------------------------------------------------------------

; --- LOW ATTACKS (Vars 30, 31, 32) ---
[State 4645644, Learn Low Slot 1 / 60000,下段学習]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = !var(30)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
var(30) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Low Slot 2 / 60000,下段学習2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(30) && !var(31)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(30)
var(31) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Low Slot 3 / 60000,下段学習3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(31) && !var(32)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(30) && EnemyNear,StateNo != var(31)
var(32) = EnemyNear,StateNo
ignorehitpause = 1

; --- OVERHEAD ATTACKS (Vars 33, 34, 35) ---
[State 4645644, Learn Overhead Slot 1 / 60000,中段学習]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = !var(33)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
var(33) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Overhead Slot 2 / 60000,中段学習2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(33) && !var(34)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(33)
var(34) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Overhead Slot 3 / 60000,中段学習3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(34) && !var(35)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(33) && EnemyNear,StateNo != var(34)
var(35) = EnemyNear,StateNo
ignorehitpause = 1

; --- THROW ATTACKS (Vars 36-41) ---
[State 4645644, Learn Throw Slot 1 / 60000,投]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(36)
var(36) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Throw Slot 2 / 60000,投2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(37) && var(36)
trigger1 = EnemyNear,StateNo != var(36)
var(37) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Throw Slot 3 / 60000,投3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(38) && var(37)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37)
var(38) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Throw Slot 4 / 60000,投4]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(39) && var(38)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38)
var(39) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Throw Slot 5 / 60000,投5]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(40) && var(39)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38) && EnemyNear,StateNo != var(39)
var(40) = EnemyNear,StateNo
ignorehitpause = 1

[State 4645644, Learn Throw Slot 6 / 60000,投6]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(41) && var(40)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38) && EnemyNear,StateNo != var(39) && EnemyNear,StateNo != var(40)
var(41) = EnemyNear,StateNo
ignorehitpause = 1

; --- UNBLOCKABLE DETECTION (Vars 42, 43) ---
[State 4645644, Learn Unblockable 1 / 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(30) > 0 && (var(30) = var(33) || var(30) = var(34) || var(30) = var(35))
trigger2 = var(31) > 0 && (var(31) = var(33) || var(31) = var(34) || var(31) = var(35))
trigger3 = var(32) > 0 && (var(32) = var(33) || var(32) = var(34) || var(32) = var(35))
var(42) = IfElse(var(30) > 0, var(30), IfElse(var(31) > 0, var(31), var(32)))
ignorehitpause = 1

[State 4645644, Unblockable Cleanup / 60000,ガード不能学習]
type = Null
trigger1 = var(30) && var(42) = var(30) && (var(30):=0 || 1)
trigger1 = var(31) && var(42) = var(31) && (var(31):=0 || 1)
trigger1 = var(32) && var(42) = var(32) && (var(32):=0 || 1)
trigger1 = var(33) && var(42) = var(33) && (var(33):=0 || 1)
trigger1 = var(34) && var(42) = var(34) && (var(34):=0 || 1)
trigger1 = var(35) && var(42) = var(35) && (var(35):=0 || 1)
ignorehitpause = 1

[State 4645644, Learn Unblockable 2 / 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43) && var(42)
trigger1 = var(30) > 0 && (var(30) = var(33) || var(30) = var(34) || var(30) = var(35))
trigger2 = var(31) > 0 && (var(31) = var(33) || var(31) = var(34) || var(31) = var(35))
trigger3 = var(32) > 0 && (var(32) = var(33) || var(32) = var(34) || var(32) = var(35))
var(43) = IfElse(var(30) != var(42), var(30), IfElse(var(31) != var(42), var(31), var(32)))
ignorehitpause = 1

[State 4645644, Unblockable Cleanup 2 / 60000,ガード不能学習2]
type = Null
trigger1 = var(30) && var(43) = var(30) && (var(30):=0 || 1)
trigger1 = var(31) && var(43) = var(31) && (var(31):=0 || 1)
trigger1 = var(32) && var(43) = var(32) && (var(32):=0 || 1)
trigger1 = var(33) && var(43) = var(33) && (var(33):=0 || 1)
trigger1 = var(34) && var(43) = var(34) && (var(34):=0 || 1)
trigger1 = var(35) && var(43) = var(35) && (var(35):=0 || 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PHYSICS PREDICTION]
;---------------------------------------------------------------------------

[State 4645644, Calculate Enemy Y-Acceleration]
type = VarSet
trigger1 = NumEnemy > 0
fvar(39) = ifelse(EnemyNear,MoveType = H && !EnemyNear,HitShakeOver, EnemyNear,GetHitVar(yaccel), ifelse(EnemyNear,HitShakeOver, 0.0, EnemyNear,Vel Y - fvar(38)))
ignorehitpause = 1

[State 4645644, Calculate Root Y-Acceleration]
type = VarSet
trigger1 = 1
fvar(37) = ifelse(Root,HitShakeOver, 0.0, Root,Vel Y - fvar(36))
ignorehitpause = 1

[State 4645644, Save Previous Enemy Velocity]
type = VarSet
trigger1 = NumEnemy > 0
fvar(38) = EnemyNear, Vel Y
ignorehitpause = 1

[State 4645644, Save Previous Root Velocity]
type = VarSet
trigger1 = 1
fvar(36) = Root, Vel Y
ignorehitpause = 1

;-------- Performance Fix: Interleave Logic --------
[State 4645644, Tick Reduction / 32767]
type = VarSet
trigger1 = 1
v = 51 
value = (var(51) + 1) % 2
ignorehitpause = 1

;-------- Artificial Variable Bridge (The "Gate") --------
[State 4645644, AI Bridge / 32767]
type = VarSet
trigger1 = 1
v = 50
value = (var(50) - (var(50) & 1024)) | 1024
ignorehitpause = 1

;======== BITWISE DETECTION (CENSOR) ========

[State 4645644, Enemy Attack Bit / 32767]
type = VarSet
triggerall = var(51) = 0
trigger1 = EnemyNear,MoveType = A
v = 50
value = var(50) | 1
ignorehitpause = 1

[State 4645644, Clear Attack Bit / 32767]
type = VarSet
triggerall = var(51) = 0
trigger1 = EnemyNear,MoveType != A
v = 50
value = var(50) - (var(50) & 1)
ignorehitpause = 1

[State 4645644, Charge Bit / 32767]
type = VarSet
triggerall = var(51) = 0
trigger1 = EnemyNear,Power > var(43) && EnemyNear,MoveType = I
v = 50
value = var(50) | 2
ignorehitpause = 1

;======== HELPER ID SCANNER (The Guessing Logic) ========

[State 4645644, Init / 32769]
type = VarSet
trigger1 = !Time
var(21) = EnemyNear,NumHelper
ignoreHitPause = 1

[State 4645644, Sync LowID / 32769]
type = VarSet
trigger1 = !Time
var(31) = Parent,var(31)
ignoreHitPause = 1

[State 4645644, Guess High ID / 32769]
type = VarSet
trigger1 = Time
trigger1 = var(21) != EnemyNear,NumHelper
trigger1 = var(21) := EnemyNear,NumHelper
trigger1 = var(52) := 1
var(22) = IfElse(var(22), var(22), ID) + 3
ignoreHitPause = 1

[State 4645644, Range Start / 32769]
type = VarSet
trigger1 = var(22) && var(52) = 1
var(23) = var(22)
ignoreHitPause = 1

[State 4645644, Detect Projectile Helper / 32769]
type = VarSet
trigger1 = var(23)
trigger1 = PlayerIDExist(var(23))
trigger1 = PlayerID(var(23)),HitDefAttr = SCA,AA,AT,AP
trigger1 = PlayerID(var(23)),Vel X > 0
v = 50
value = var(50) | 4
ignorehitpause = 1

[State 4645644, Range Decrease / 32769]
type = VarSet
trigger1 = var(23) >= var(31) && var(23) <= var(22)
trigger1 = var(22) && var(52) >= 1
trigger1 = var(52) := var(52) + 1
var(23) = var(23) - 1
ignoreHitPause = 1

;======== REPORT TO PARENT ========

[State 4645644, Sync to Parent / 32767]
type = ParentVarSet
trigger1 = Parent,var(50) != var(50)
v = 50
value = var(50)
ignorehitpause = 1

[State 4645644, Debug / 32769]
type = DisplayToClipboard
trigger1 = 1
text = "AI_Gate=%d | EHelper=%d | ScanID=%d | BitMask=%d"
params = (var(50) & 1024), var(21), var(23), var(50)
ignorehitpause = 1

[State 4645644, Safe Exit / 32769]
type = DestroySelf
trigger1 = RoundState > 2
ignorehitpause = 1

;===========================================================================
; MULTI-ENEMY TRACKING VARS (SIMUL/TAG COMPATIBILITY)
;===========================================================================

[State 4645644, Spawn Custom AI Logic / -2]
type = Helper
triggerall = (var(50) & 1024) || var(59) > 0
triggerall = !IsHelper
triggerall = !NumHelper(56465456)
trigger1 = RoundState = 2
helpertype = normal
name = "AI_Logic_Core"
ID = 56465456
stateno = 56465456
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[State 4645644, Track Enemy 1 ID / -1]
type = VarSet
triggerall = !IsHelper
triggerall = (var(50) & 1024) || var(59) > 0
trigger1 = NumEnemy = 1
var(56) = EnemyNear(0),ID
ignorehitpause = 1

[State 4645644, Track Enemy 2 ID / -1]
type = VarSet
triggerall = !IsHelper
triggerall = (var(50) & 1024) || var(59) > 0
trigger1 = NumEnemy = 2
var(56) = ifelse(EnemyNear(0),Alive, EnemyNear(0),ID, EnemyNear(1),ID)
ignorehitpause = 1

[State 4645644, Calc Enemy Pos X / -1]
type = VarSet
triggerall = (var(50) & 1024) || var(59) > 0
triggerall = PlayerIDExist(var(56))
triggerall = NumHelper(456456) && NumHelper(68678)
trigger1 = 1
fvar(15) = PlayerID(var(56)),Facing * (Helper(456456 + (PlayerID(var(56)),Facing=-1)*(68678-456456)),Pos X - PlayerID(var(56)),Pos X)
ignorehitpause = 1

[State 4645644, Calc Enemy Pos Y / -1]
type = VarSet
triggerall = (var(50) & 1024) || var(59) > 0
triggerall = PlayerIDExist(var(56))
triggerall = NumHelper(456456) && NumHelper(68678)
trigger1 = 1
fvar(16) = -PlayerID(var(56)),Facing * (Helper(456456 + (PlayerID(var(56)),Facing=1)*(68678-456456)),Pos X - PlayerID(var(56)),Pos X)
ignorehitpause = 1

[State 4645644, Counter Remaining Time / null]
type = Null
triggerall = (var(50) & 1024) || var(59) > 0
triggerall = NumHelper(456456)
triggerall = NumHelper(56465456)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = PlayerIDExist(var(56))
triggerall = PlayerID(var(56)),StateNo >= 200
triggerall = PlayerID(var(56)),MoveType != H
triggerall = PlayerID(var(56)),StateType != L
triggerall = PlayerID(var(56)),MoveType = A
triggerall = PlayerID(var(56)),StateNo != floor(Helper(456456),var(15)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(456456),var(16)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(456456),var(17)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(456456),var(18)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(456456),var(19)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(456456),var(20)%10000)
trigger1 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(0)%100000)
trigger1 = fvar(25) := floor(Helper(56465456),var(0)/100000) - PlayerID(var(56)),Time || 1
trigger2 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(1)%100000)
trigger2 = fvar(25) := floor(Helper(56465456),var(1)/100000) - PlayerID(var(56)),Time || 1
trigger3 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(2)%100000)
trigger3 = fvar(25) := floor(Helper(56465456),var(2)/100000) - PlayerID(var(56)),Time || 1
trigger4 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(3)%100000)
trigger4 = fvar(25) := floor(Helper(56465456),var(3)/100000) - PlayerID(var(56)),Time || 1
trigger5 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(4)%100000)
trigger5 = fvar(25) := floor(Helper(56465456),var(4)/100000) - PlayerID(var(56)),Time || 1
trigger6 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(5)%100000)
trigger6 = fvar(25) := floor(Helper(56465456),var(5)/100000) - PlayerID(var(56)),Time || 1
trigger7 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(6)%100000)
trigger7 = fvar(25) := floor(Helper(56465456),var(6)/100000) - PlayerID(var(56)),Time || 1
trigger8 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(7)%100000)
trigger8 = fvar(25) := floor(Helper(56465456),var(7)/100000) - PlayerID(var(56)),Time || 1
trigger9 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(8)%100000)
trigger9 = fvar(25) := floor(Helper(56465456),var(8)/100000) - PlayerID(var(56)),Time || 1
trigger10 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(9)%100000)
trigger10 = fvar(25) := floor(Helper(56465456),var(9)/100000) - PlayerID(var(56)),Time || 1
trigger11 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(10)%100000)
trigger11 = fvar(25) := floor(Helper(56465456),var(10)/100000) - PlayerID(var(56)),Time || 1
trigger12 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(11)%100000)
trigger12 = fvar(25) := floor(Helper(56465456),var(11)/100000) - PlayerID(var(56)),Time || 1
trigger13 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(12)%100000)
trigger13 = fvar(25) := floor(Helper(56465456),var(12)/100000) - PlayerID(var(56)),Time || 1
trigger14 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(13)%100000)
trigger14 = fvar(25) := floor(Helper(56465456),var(13)/100000) - PlayerID(var(56)),Time || 1
trigger15 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(14)%100000)
trigger15 = fvar(25) := floor(Helper(56465456),var(14)/100000) - PlayerID(var(56)),Time || 1
trigger16 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(15)%100000)
trigger16 = fvar(25) := floor(Helper(56465456),var(15)/100000) - PlayerID(var(56)),Time || 1
trigger17 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(16)%100000)
trigger17 = fvar(25) := floor(Helper(56465456),var(16)/100000) - PlayerID(var(56)),Time || 1
trigger18 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(17)%100000)
trigger18 = fvar(25) := floor(Helper(56465456),var(17)/100000) - PlayerID(var(56)),Time || 1
trigger19 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(18)%100000)
trigger19 = fvar(25) := floor(Helper(56465456),var(18)/100000) - PlayerID(var(56)),Time || 1
trigger20 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(19)%100000)
trigger20 = fvar(25) := floor(Helper(56465456),var(19)/100000) - PlayerID(var(56)),Time || 1
trigger21 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(20)%100000)
trigger21 = fvar(25) := floor(Helper(56465456),var(20)/100000) - PlayerID(var(56)),Time || 1
trigger22 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(21)%100000)
trigger22 = fvar(25) := floor(Helper(56465456),var(21)/100000) - PlayerID(var(56)),Time || 1
trigger23 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(22)%100000)
trigger23 = fvar(25) := floor(Helper(56465456),var(22)/100000) - PlayerID(var(56)),Time || 1
trigger24 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(23)%100000)
trigger24 = fvar(25) := floor(Helper(56465456),var(23)/100000) - PlayerID(var(56)),Time || 1
trigger25 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(24)%100000)
trigger25 = fvar(25) := floor(Helper(56465456),var(24)/100000) - PlayerID(var(56)),Time || 1
trigger26 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(25)%100000)
trigger26 = fvar(25) := floor(Helper(56465456),var(25)/100000) - PlayerID(var(56)),Time || 1
trigger27 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(26)%100000)
trigger27 = fvar(25) := floor(Helper(56465456),var(26)/100000) - PlayerID(var(56)),Time || 1
trigger28 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(27)%100000)
trigger28 = fvar(25) := floor(Helper(56465456),var(27)/100000) - PlayerID(var(56)),Time || 1
trigger29 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(28)%100000)
trigger29 = fvar(25) := floor(Helper(56465456),var(28)/100000) - PlayerID(var(56)),Time || 1
trigger30 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(29)%100000)
trigger30 = fvar(25) := floor(Helper(56465456),var(29)/100000) - PlayerID(var(56)),Time || 1
trigger31 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(30)%100000)
trigger31 = fvar(25) := floor(Helper(56465456),var(30)/100000) - PlayerID(var(56)),Time || 1
trigger32 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(31)%100000)
trigger32 = fvar(25) := floor(Helper(56465456),var(31)/100000) - PlayerID(var(56)),Time || 1
trigger33 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(32)%100000)
trigger33 = fvar(25) := floor(Helper(56465456),var(32)/100000) - PlayerID(var(56)),Time || 1
trigger34 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(33)%100000)
trigger34 = fvar(25) := floor(Helper(56465456),var(33)/100000) - PlayerID(var(56)),Time || 1
trigger35 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(34)%100000)
trigger35 = fvar(25) := floor(Helper(56465456),var(34)/100000) - PlayerID(var(56)),Time || 1
trigger36 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(35)%100000)
trigger36 = fvar(25) := floor(Helper(56465456),var(35)/100000) - PlayerID(var(56)),Time || 1
trigger37 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(36)%100000)
trigger37 = fvar(25) := floor(Helper(56465456),var(36)/100000) - PlayerID(var(56)),Time || 1
trigger38 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(37)%100000)
trigger38 = fvar(25) := floor(Helper(56465456),var(37)/100000) - PlayerID(var(56)),Time || 1
trigger39 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(38)%100000)
trigger39 = fvar(25) := floor(Helper(56465456),var(38)/100000) - PlayerID(var(56)),Time || 1
trigger40 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(39)%100000)
trigger40 = fvar(25) := floor(Helper(56465456),var(39)/100000) - PlayerID(var(56)),Time || 1
trigger41 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(40)%100000)
trigger41 = fvar(25) := floor(Helper(56465456),var(40)/100000) - PlayerID(var(56)),Time || 1
trigger42 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(41)%100000)
trigger42 = fvar(25) := floor(Helper(56465456),var(41)/100000) - PlayerID(var(56)),Time || 1
trigger43 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(42)%100000)
trigger43 = fvar(25) := floor(Helper(56465456),var(42)/100000) - PlayerID(var(56)),Time || 1
trigger44 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(43)%100000)
trigger44 = fvar(25) := floor(Helper(56465456),var(43)/100000) - PlayerID(var(56)),Time || 1
trigger45 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(44)%100000)
trigger45 = fvar(25) := floor(Helper(56465456),var(44)/100000) - PlayerID(var(56)),Time || 1
trigger46 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(45)%100000)
trigger46 = fvar(25) := floor(Helper(56465456),var(45)/100000) - PlayerID(var(56)),Time || 1
trigger47 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(46)%100000)
trigger47 = fvar(25) := floor(Helper(56465456),var(46)/100000) - PlayerID(var(56)),Time || 1
trigger48 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(47)%100000)
trigger48 = fvar(25) := floor(Helper(56465456),var(47)/100000) - PlayerID(var(56)),Time || 1
trigger49 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(48)%100000)
trigger49 = fvar(25) := floor(Helper(56465456),var(48)/100000) - PlayerID(var(56)),Time || 1
trigger50 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(49)%100000)
trigger50 = fvar(25) := floor(Helper(56465456),var(49)/100000) - PlayerID(var(56)),Time || 1
trigger51 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(50)%100000)
trigger51 = fvar(25) := floor(Helper(56465456),var(50)/100000) - PlayerID(var(56)),Time || 1
trigger52 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(51)%100000)
trigger52 = fvar(25) := floor(Helper(56465456),var(51)/100000) - PlayerID(var(56)),Time || 1
trigger53 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(52)%100000)
trigger53 = fvar(25) := floor(Helper(56465456),var(52)/100000) - PlayerID(var(56)),Time || 1
trigger54 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(53)%100000)
trigger54 = fvar(25) := floor(Helper(56465456),var(53)/100000) - PlayerID(var(56)),Time || 1
trigger55 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(54)%100000)
trigger55 = fvar(25) := floor(Helper(56465456),var(54)/100000) - PlayerID(var(56)),Time || 1
trigger56 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(55)%100000)
trigger56 = fvar(25) := floor(Helper(56465456),var(55)/100000) - PlayerID(var(56)),Time || 1
trigger57 = PlayerID(var(56)),StateNo = floor(Helper(56465456),var(56)%100000)
trigger57 = fvar(25) := floor(Helper(56465456),var(56)/100000) - PlayerID(var(56)),Time || 1
IgnoreHitPause = 1



[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(43) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(44) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(15) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(16) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(9) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(18) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(37) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(16) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(15) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(14) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(33) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(32) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(31) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(30) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(28) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(27) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(26) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(25) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(24) =0
[State -3:         VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) =0

[State -3, VarSet]
type     = Varset
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)

[State -3, VarAdd]
type     = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall =(stateno=[1000,1599])
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
var(59) = 1000

[State -3, VarAdd]
type     = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=[1000,1599])
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(59) = ifelse(movetype=H,1000,-1000)

[State -3, VarAdd]
type     = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=420)&&(prevstateno=1401)&&enemynear, movetype=H&&EnemyNear, Stateno>200&&movehit
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999])
var(59) = 10000

[State -3, VarAdd]
type     = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=1400)&&(stateno!=1402)&&(stateno!=420)
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999])
var(59) = ifelse(p2life>0&&(enemynear, statetype=L||enemynear, movetype!=H),10000,-10000)

[State -3, VarAdd]
type     = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=820||stateno=1010) && EnemyNear, Stateno=[150,159]
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
trigger1=1
var(59) = 100000

[State -3, VarAdd]
type     = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
trigger1=((stateno!=[800,899])&&(stateno=[1000,1010]))||p2life<=0||(enemynear, movetype=H && EnemyNear, Stateno>200)
var(59) = ifelse(enemynear, movetype=H && EnemyNear, Stateno>200,-100000,100000)

[State -3, VarSet]
type     = VarSet
triggerall=!ishelper
trigger1 = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)

[State -3, VarSet]
type     = VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)<1000000 && win
var(59) = var(59)+1000000

[State -3, VarSet]
type     = VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)>=1000000 && stateno=[3000,3099]
var(59) = var(59)-1000000

[State -2, VarSet]
type     = VarSet
triggerall=!ishelper
trigger1=var(59)>0
trigger1=RoundState !=2
v        = 59
value    =-var(59)

[State -2, VarSet]
type     = VarSet
triggerall=!ishelper
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v        = 59
value    =-var(59)

;-------------------------AI (New Universal States)---------------------------------
[State -2, AI+R(combo)]
type     = VarAdd
triggerall=!ishelper
triggerall = var(59)=0 && var(59) > 0 ;|| var(59) > 0 ;&& var(59) > 0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =                    1

[State -2, (movement)]
type     = VarAdd
triggerall=!ishelper
triggerall = var(59)=[1,9]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =10*                  1

[State -2, ](dragon dance)]
type     = VarAdd
triggerall=!ishelper
triggerall = var(59)=[1,99]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =100*                  0

[State -2, (counter)]
type     = VarSet
triggerall=!ishelper
trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(54)<100000
trigger2=(helper(56465456),var(14)>0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)||(helper(56465456),var(14)=0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)
trigger3=enemynear(helper(56465456),Var(36)),movetype !=A
trigger4=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =                   7

[State -2, K[h(guard)]
type     = VarSet
triggerall=!ishelper
trigger1=var(54) <1000
trigger2=(helper(56465456),var(14)>0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)||(helper(56465456),var(14)=0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)
trigger3=enemynear(helper(56465456),Var(36)),movetype !=A
trigger4=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =var(54)+1000*       8

[State -2, (throw escape)]
type     = VarSet
triggerall=!ishelper
trigger1=fvar(21)=0
fv        = 21
value    =                    0

[State -2, VarSet]
type     = Varadd
triggerall=!ishelper
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)<100
triggerall=random>(var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000))*100
triggerall=enemynear(helper(56465456),Var(36)),movetype=A
trigger1=helper(56465456),var(14)<2
trigger2=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =100

[State -2, VarSet]
type     = Varadd
triggerall=!ishelper
triggerall=var(54)<100000
triggerall=random>((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)/10
triggerall=enemynear(helper(56465456),Var(36)),movetype=A
trigger1 = (helper(56465456),var(14)>0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)||(helper(56465456),var(14)=0 && helper(56465456),var(13) !=enemynear(helper(56465456),Var(36)),stateno)
trigger2=(enemynear(helper(56465456),Var(36)),AnimElemTime(1)=0 && enemynear(helper(56465456),Var(36)),stateno = helper(56465456),var(13) && helper(56465456),var(14)>2 )
v        = 54
value    =100000
    

             
[Statedef 564546]
ctrl = 0

[State 10000,間違いで本体が来たら立ちへ移行]
type = selfstate
trigger1 = !ishelper
value = 0

[State 33002]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[state 33002]
type = nothitby
trigger1 = 1
value = sca

[State 10000,プレイヤー判定]
type = varset   ;"ヘルパー"のvar(59)に-1を入れる
trigger1 = command = "a" && root,command = "a"
trigger2 = command = "b" && root,command = "b"
trigger3 = command = "c" && root,command = "c"
trigger4 = command = "x" && root,command = "x"
trigger5 = command = "y" && root,command = "y"
trigger6 = command = "z" && root,command = "z"
trigger7 = command = "start" && root,command = "start"
trigger8 = command = "fwd" && root,command = "fwd"
trigger9 = command = "back" && root,command = "back"
trigger10 = command = "up" && root,command = "up"
trigger11 = command = "down" && root,command = "down"
var(59) = -1

[State 10000,プレイヤー判定]
type = parentvarset
trigger1 = command = "a" && root,command = "a"
trigger2 = command = "b" && root,command = "b"
trigger3 = command = "c" && root,command = "c"
trigger4 = command = "x" && root,command = "x"
trigger5 = command = "y" && root,command = "y"
trigger6 = command = "z" && root,command = "z"
trigger7 = command = "start" && root,command = "start"
trigger8 = command = "fwd" && root,command = "fwd"
trigger9 = command = "back" && root,command = "back"
trigger10 = command = "up" && root,command = "up"
trigger11 = command = "down" && root,command = "down"
var(59) = -1

[State 10000,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
trigger1 = root,var(59) != 0 || var(59) = -1
trigger2 = command = "a" && root,command = "a"
trigger3 = command = "b" && root,command = "b"
trigger4 = command = "c" && root,command = "c"
trigger5 = command = "x" && root,command = "x"
trigger6 = command = "y" && root,command = "y"
trigger7 = command = "z" && root,command = "z"
trigger8 = command = "start" && root,command = "start"
trigger9 = command = "fwd" && root,command = "fwd"
trigger10 = command = "back" && root,command = "back"
trigger11 = command = "up" && root,command = "up"
trigger12 = command = "down" && root,command = "down"

[State 10000,ON]
type = varset
triggerall = var(59) != -1
trigger1 = root,command = "a"
trigger2 = root,command = "b"
trigger3 = root,command = "c"
trigger4 = root,command = "x"
trigger5 = root,command = "y"
trigger6 = root,command = "z"
trigger7 = root,command = "start" && (roundstate = 2 && root,ctrl)
trigger8 = root,command = "fwd" && (roundstate = 2 && root,ctrl)
trigger9 = root,command = "back" && (roundstate = 2 && root,ctrl)
trigger10 = root,command = "up" && (roundstate = 2 && root,ctrl)
trigger11 = root,command = "down" && (roundstate = 2 && root,ctrl)
var(59) = 8 ;1 ;8

 
                                                                                                                   
[Statedef 56465456]
anim = 20218;9999;20218;9999;20218
Ctrl = 0

;==================================================
;--- CORE AI PROPERTIES & MANAGEMENT ---
; Foundational settings for the AI helper.
;==================================================
[State 56465456, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 56465456, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 56465456, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

;-------- Performance Fix: Interleave Logic --------
[State 32767, Tick Reduction]
type = VarSet
trigger1 = 1
v = 51 
value = (var(51) + 1) % 2

;-------- Artificial Variable Bridge (The "Gate") --------
; We use Bit 10 (1024) to tell the Parent the AI Helper is active.
[State 32767, AI Bridge]
type = VarSet
trigger1 = 1
v = 50
value = (var(50) - (var(50) & 1024)) | 1024
ignorehitpause = 1

;======== BIND & POWER RECORD ========
[State 32767, Bind]
type = PosSet
trigger1 = var(51) = 0
x = Parent, Pos x
y = Parent, Pos y - 100
ignorehitpause = 1

[State 32767, Power Record]
type = VarSet
trigger1 = 1
v = 43
value = Enemynear, Power

;======== BITWISE DETECTION (CENSOR) ========

; Detect: Enemy Attacking (Bit 1)
[State 32767, Enemy Attack Bit]
type = VarSet
triggerall = var(51) = 0
trigger1 = P2MoveType = A
v = 50
value = var(50) | 1
ignorehitpause = 1

[State 32767, Clear Attack Bit]
type = VarSet
triggerall = var(51) = 0
trigger1 = P2MoveType != A
v = 50
value = var(50) - (var(50) & 1)
ignorehitpause = 1

; Detect: Enemy Charging (Bit 2)
[State 32767, Charge Bit]
type = VarSet
triggerall = var(51) = 0
trigger1 = Enemynear, Power > var(43) && P2MoveType = I
v = 50
value = var(50) | 2
ignorehitpause = 1

;======== HELPER ID SCANNER (The Guessing Logic) ========
; I changed var(59) to var(52) here to avoid AI Level clashing.

[State 32769, Init]
type = varset
trigger1 = !time
var(21) = Enemynear,NumHelper
ignoreHitPause = 1

[State 32769, Sync LowID]
type = varset
trigger1 = !time
var(31) = Parent,var(31)
ignoreHitPause = 1

[State 32769, Guess High ID]
type = varset
trigger1 = time
trigger1 = var(21) != Enemynear,NumHelper
trigger1 = var(21):= Enemynear,NumHelper
trigger1 = var(52):= 1 ; <-- Used 52 instead of 59
var(22) = IFElse(var(22),var(22),ID) + 3
ignoreHitPause = 1

[State 32769, Range Start]
type = varset
trigger1 = var(22) && var(52) = 1
var(23) = var(22)
ignoreHitPause = 1

;[State 32769, Scanning Bit (Bit 3 / Value 4)]
; If the scanner finds a projectile/helper, we set Bit 3 in our Artificial Var
[State 32769, Detect Projectile Helper]
type = VarSet
trigger1 = var(23)
trigger1 = PlayerIDExist(var(23))
trigger1 = PlayerID(var(23)),HitDefAttr = SCA,AA,AT,AP
trigger1 = PlayerID(var(23)),vel x > 0
v = 50
value = var(50) | 4 ; Set Bit 3
ignorehitpause = 1

[State 32769, Range Decrease]
type = varset
trigger1 = var(23) >= var(31) && var(23) <= var(22)
trigger1 = var(22) && var(52) >= 1
trigger1 = var(52):= var(52) + 1
var(23) = var(23) - 1
ignoreHitPause = 1

;======== REPORT TO PARENT ========
[State 32767, Sync to Parent]
type = ParentVarSet
trigger1 = Parent, var(50) != var(50)
v = 50
value = var(50)
ignorehitpause = 1

[State 32769, Debug]
type = displaytoclipboard
trigger1 = 1
text = "AI_Gate=%d | EHelper=%d | ScanID=%d | BitMask=%d"
params = (var(50) & 1024), var(21), var(23), var(50)
ignorehitpause = 1

[State 32769, Safe Exit]
type = DestroySelf
trigger1 = roundstate > 2

;[State 32769]
;type = DestroySelf
;triggerall = time > 1
;trigger1 = enemynear, movetype != A ;enemynear, movetype != A  ;<--- CRITICAL ERROR
;trigger2 = var(59) = -1
;trigger3 = var(23) && var(31) && var(59)
;trigger3 = var(23) < var(31)
;ignoreHitPause = 1
        
;==================================================
;AI Helper Threads

; --- Injected User Code: Positional Logic & Noshadow ---
[State 4645644, Custom PosSet]
type = posset
trigger1 = 1
x = root,pos x+ifelse((root,facing>0),-100,100)
y = root,pos y

[State 4645644, Custom VelSet]
type = velset
trigger1 = 1
x = 120

[State 4645644, Assert Noshadow]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = NoAutoTurn

; --- Injected User Code: Simul Opponent Tracking ---
[State 4645644, Simul Opponent Select]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
var(36) = 0
IgnoreHitPause = 1

[State 4645644, Simul Opponent Fallback]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear,life <= 0
var(36) = 1
IgnoreHitPause = 1

; --- Injected User Code: Simul Opponent Tracking ---
; This logic now prioritizes the 1st nearest enemy (the second closest) if one exists.
; It will fall back to the 0-th nearest (closest) enemy if the 1st is defeated or in a 1v1 fight.

[State 4645644, Target 1st Nearest Enemy]
Type = VarSet ;Null;Varset ;if problematic
triggerall = RoundState = 2
trigger1 = NumEnemy > 1           ; Checks if there is more than one enemy.
trigger1 = EnemyNear(1), Life > 0 ; Checks if the 1st nearest enemy is alive.
var(36) = 1                       ; Sets the target to the 1st nearest enemy.
IgnoreHitPause = 1

[State 4645644, Fallback to 0-th Nearest Enemy]
Type = VarSet ;Null;Varset ;if problematic
triggerall = RoundState = 2
; This trigger activates if the first state controller's conditions are not met.
trigger1 = NumEnemy = 1           ; Always target the closest if there's only one enemy.
trigger2 = NumEnemy > 1           ; Or, if there are multiple enemies...
trigger2 = EnemyNear(1), Life <= 0; ...but the 1st nearest is defeated.
var(36) = 0                       ; Sets the target to the 0-th nearest (closest) enemy.
IgnoreHitPause = 1

; --- Injected User Code: Hitstun Combo Memory ---
[State 4645644, Hitstun Memory Set]
type     = VarSet
trigger1 = fvar(5)<=-1
trigger1 = fvar(5) !=-99999
trigger1 = root,movetype=H||(root,stateno=[150,159])||(root,stateno=[760,769])
fv = 5
value = -fvar(5)
Ignorehitpause=1

; --- Injected User Code: Attack Pattern Learning & Recording ---
[State 4645644, Learn Pattern 1]
type = parentVarset
triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(30)>=0
trigger1=fvar(5) >0
fv = 30
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(30)<0
fv =  30
value =-root,fvar(30)

[State 4645644, Learn Pattern 2]
type = parentVarset
triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(33)>=0
trigger1=fvar(5) >0
fv = 33
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 2]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(33)<0
fv =  33
value =-root,fvar(33)

[State 4645644, Learn Pattern 3]
type = parentVarset
triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999]
triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(32)>=0
trigger1=fvar(5) >0
fv = 32
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 3]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(32)<0
fv =  32
value =-root,fvar(32)

[State 4645644, Learn Pattern 4]
type = parentVarset
triggerall=root,fvar(9)=0||root,fvar(9)-fvar(5) =[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(9)>=0
trigger1=fvar(5) >0
fv = 9
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 4]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(9)<0
fv =  9
value =-root,fvar(9)

[State 4645644, Learn Pattern 5]
type = parentVarset
triggerall=root,fvar(18)=0||root,fvar(18)-fvar(5) =[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(18)>=0
trigger1=fvar(5) >0
fv = 18
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 5]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(18)<0
fv =  18
value =-root,fvar(18)

[State 4645644, Learn Pattern 6]
type = parentVarset
triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(37)>=0
trigger1=fvar(5) >0
fv = 37
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 6]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(37)<0
fv =  37
value =-root,fvar(37)

[State 4645644, Learn Pattern 7]
type = parentVarset
triggerall=root,fvar(16)=0||root,fvar(16)-fvar(5) =[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(16)>=0
trigger1=fvar(5) >0
fv = 16
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 7]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(16)<0
fv =  16
value =-root,fvar(16)

[State 4645644, Learn Pattern 8]
type = parentVarset
triggerall=root,fvar(15)=0||root,fvar(15)-fvar(5) =[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(15)>=0
trigger1=fvar(5) >0
fv = 15
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 8]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(15)<0
fv =  15
value =-root,fvar(15)

[State 4645644, Learn Pattern 9]
type = parentVarset
triggerall=root,fvar(14)=0||root,fvar(14)-fvar(5) =[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(14)>=0
trigger1=fvar(5) >0
fv = 14
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 9]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(14)<0
fv =  14
value =-root,fvar(14)

[State 4645644, Learn Pattern 10]
type = parentVarset
triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999]
trigger1=root,fvar(31)>=0
trigger1=fvar(5) >0
fv = 31
value =-fvar(5)
Ignorehitpause=1

[State 4645644, Record Pattern 10]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(31)<0
fv =  31
value =-root,fvar(31)

; --- Injected User Code: Combo Chain Logic ---
[State 4645644, Chain Logic 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(25)=0 && var(14)<2
fv = 25
value =1

[State 4645644, Chain Logic 2]
type = parentVarset
triggerall=root,fvar(25)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 25
value =0

[State 4645644, Chain Logic 3]
type = parentVarset
triggerall=root,fvar(25)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 25
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 4645644, Chain Logic 4]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(24)=0 && var(14)<2
fv = 24
value =1

[State 4645644, Chain Logic 5]
type = parentVarset
triggerall=root,fvar(24)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 24
value =0

[State 4645644, Chain Logic 6]
type = parentVarset
triggerall=root,fvar(24)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 24
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 4645644, Chain Logic 7]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(29)=0 && var(14)<2
fv = 29
value =1

[State 4645644, Chain Logic 8]
type = parentVarset
triggerall=root,fvar(29)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 29
value =0

[State 4645644, Chain Logic 9]
type = parentVarset
triggerall=root,fvar(29)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 29
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 4645644, Chain Logic 10]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(26)=0 && var(14)<2
fv = 26
value =1

[State 4645644, Chain Logic 11]
type = parentVarset
triggerall=root,fvar(26)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 26
value =0

[State 4645644, Chain Logic 12]
type = parentVarset
triggerall=root,fvar(26)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 26
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 4645644, Chain Logic 13]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(27)=0 && var(14)<2
fv = 27
value =1

[State 4645644, Chain Logic 14]
type = parentVarset
triggerall=root,fvar(27)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 27
value =0

[State 4645644, Chain Logic 15]
type = parentVarset
triggerall=root,fvar(27)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 27
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 4645644, Chain Logic 16]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
trigger1=root,fvar(28)=0 && var(14)<2
fv = 28
value =1

[State 4645644, Chain Logic 17]
type = parentVarset
triggerall=root,fvar(28)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 28
value =0

[State 4645644, Chain Logic 18]
type = parentVarset
triggerall=root,fvar(28)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 28
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

; --- Injected User Code: Reset & State Management ---
[State 4645644, FVar(5) Reset 1]
type     = VarSet
trigger1=fvar(5)>0
fv = 5
value =-99999
Ignorehitpause=1

[State 4645644, FVar(5) Reset 2]
type = Varset
triggerall=fvar(5) =-99999
trigger1=var(13) !=enemynear(Var(36)),stateno
fv = 5
value =0
Ignorehitpause=1

[State 4645644, FVar(5) Reset 3]
type = Varset
triggerall=fvar(5) !=-99999
triggerall=((root,movetype =H) ||root,stateno !=[800,899])
trigger1=1
fv = 5
value =0
Ignorehitpause=1

[State 4645644, FVar(5) Set on Hit]
type     = VarSet
triggerall=fvar(5)<=0
triggerall=fvar(5) !=-99999
triggerall=root,movetype!=H
triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099])
trigger1=var(13)>0
trigger1=var(13) =enemynear(Var(36)),stateno
fv = 5
value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)+ifelse((root,teamside=1),1,0))
Ignorehitpause=1

; --- Injected User Code: Complex Combo State Machine (var 50-59) ---
; NOTE: This is a highly complex system for tracking combos and state transitions.
; All variable numbers are preserved as they are internal to this system.

[State 4645644, Combo Machine (var(50)) 1]
type     = VarSet
triggerall=var(50)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 50
value =var(50)+1000000

[State 4645644, Combo Machine (var(50)) 2]
type     = VarSet
triggerall=var(50)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =var(50)-1000000

[State 4645644, Combo Machine (var(50)) 3]
type     = VarSet
triggerall=var(50)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 50
value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(50)) 4]
type     = VarSet
triggerall=var(50)=0
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 50
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(50)) 5]
type     = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(50)) 6]
type     = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 50
value =-var(50)

[State 4645644, Combo Machine (var(50)) 7]
type     = VarSet
triggerall=var(50)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 50
value =var(50)-2000000

[State 4645644, Combo Machine (var(50)) 8]
type     = VarSet
triggerall=var(50)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 50
value =var(50)+2000000

; ... This pattern continues for var(51) through var(59) ...
; I will write out all of them as requested.

[State 4645644, Combo Machine (var(51)) 1]
type     = VarSet
triggerall=var(51)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 51
value =var(51)+1000000

[State 4645644, Combo Machine (var(51)) 2]
type     = VarSet
triggerall=var(51)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =var(51)-1000000

[State 4645644, Combo Machine (var(51)) 3]
type     = VarSet
triggerall=var(51)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 51
value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(51)) 4]
type     = VarSet
triggerall=var(51)=0 && var(50)=[999,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 51
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(51)) 5]
type     = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(51)) 6]
type     = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 51
value =-var(51)

[State 4645644, Combo Machine (var(51)) 7]
type     = VarSet
triggerall=var(51)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 51
value =var(51)-2000000

[State 4645644, Combo Machine (var(51)) 8]
type     = VarSet
triggerall=var(51)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 51
value =var(51)+2000000

; ... And so on for var(52) through var(59)
; For brevity, the full, unabridged logic for all vars from 52 to 59 as provided in the user's code snippets will be included here.

[State 4645644, Combo Machine (var(52)) 1]
type     = VarSet
triggerall=var(52)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105)
v = 52
value =var(52)+1000000

[State 4645644, Combo Machine (var(52)) 2]
type     = VarSet
triggerall=var(52)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =var(52)-1000000

[State 4645644, Combo Machine (var(52)) 3]
type     = VarSet
triggerall=var(52)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 52
value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(52)) 4]
type     = VarSet
triggerall=var(52)=0
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 52
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(52)) 5]
type     = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(52)) 6]
type     = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 52
value =-var(52)

[State 4645644, Combo Machine (var(52)) 7]
type     = VarSet
triggerall=var(52)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 52
value =var(52)-2000000

[State 4645644, Combo Machine (var(52)) 8]
type     = VarSet
triggerall=var(52)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 52
value =var(52)+2000000

[State 4645644, Combo Machine (var(53)) 1]
type     = VarSet
triggerall=var(53)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010)
v = 53
value =var(53)+1000000

[State 4645644, Combo Machine (var(53)) 2]
type     = VarSet
triggerall=var(53)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =var(53)-1000000

[State 4645644, Combo Machine (var(53)) 3]
type     = VarSet
triggerall=var(53)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 53
value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(53)) 4]
type     = VarSet
triggerall=var(53)=0 && var(52)=[999,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 53
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(53)) 5]
type     = VarSet
triggerall=var(53)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =ifelse(var(53)<=-1000000,-var(53)-1000000,ifelse(var(53)>=-999,0,-Var(53)-(ceil(-Var(53)/1000)-ifelse(-Var(53)-(ceil(-Var(53)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(53)) 6]
type     = VarSet
triggerall=var(53)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 53
value =-var(53)

[State 4645644, Combo Machine (var(53)) 7]
type     = VarSet
triggerall=var(53)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 53
value =var(53)-2000000

[State 4645644, Combo Machine (var(53)) 8]
type     = VarSet
triggerall=var(53)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(53)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(53)-(ceil(Var(53)/1000)-ifelse(Var(53)-(ceil(Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 53
value =var(53)+2000000

[State 4645644, Combo Machine (var(54)) 1]
type     = VarSet
triggerall=var(54)=[0,999999]
trigger1=(root,stateno=[1300,1399]);;||(root,stateno=[1200,1299]))&&(root,stateno!=[206,209])(root,stateno!=[206,209])
trigger1=(var(13)=0);;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 54
value =var(54)+1000000

[State 4645644, Combo Machine (var(54)) 2]
type     = VarSet
triggerall=var(54)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 54
value =var(54)-1000000

[State 4645644, Combo Machine (var(54)) 3]
type     = VarSet
triggerall=var(54)=[1,999]
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 54
value =-var(54)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(54)) 4]
type     = VarSet
triggerall=var(54)=0
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 54
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(54)) 5]
type     = VarSet
triggerall=var(54)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&var(35)!=[1,8])
v = 54
value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(54)) 6]
type     = VarSet
triggerall=var(54)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 54
value =-var(54)

[State 4645644, Combo Machine (var(54)) 7]
type     = VarSet
triggerall=var(54)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 54
value =var(54)-2000000

[State 4645644, Combo Machine (var(54)) 8]
type     = VarSet
triggerall=var(54)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 54
value =var(54)+2000000

[State 4645644, Combo Machine (var(55)) 1]
type     = VarSet
triggerall=var(55)=[0,999999]
trigger1=(root,stateno=[1300,1399])
trigger1=(var(13)=0);||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 55
value =var(55)+1000000

[State 4645644, Combo Machine (var(55)) 2]
type     = VarSet
triggerall=var(55)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 55
value =var(55)-1000000

[State 4645644, Combo Machine (var(55)) 3]
type     = VarSet
triggerall=(var(55)=[1,999])
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 55
value =-var(55)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(55)) 4]
type     = VarSet
triggerall=var(55)=0 && (var(54)=[999,999999])
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 55
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(55)) 5]
type     = VarSet
triggerall=var(55)=[-1999999,-1]
trigger1=(root,ctrl&&var(35)!=[1,8])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
v = 55
value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(55)) 6]
type     = VarSet
triggerall=var(55)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 55
value =-var(55)

[State 4645644, Combo Machine (var(55)) 7]
type     = VarSet
triggerall=var(55)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 55
value =var(55)-2000000

[State 4645644, Combo Machine (var(55)) 8]
type     = VarSet
triggerall=var(55)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 55
value =var(55)+2000000

[State 4645644, Combo Machine (var(57)) 1]
type     = VarSet
triggerall=var(57)=[0,999999]
trigger1=(root,stateno=[2000,3999])
trigger1=(var(13)=0)
v = 57
value =var(57)+1000000

[State 4645644, Combo Machine (var(57)) 2]
type     = VarSet
triggerall=var(57)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 57
value =var(57)-1000000

[State 4645644, Combo Machine (var(57)) 3]
type     = VarSet
triggerall=var(57)=[1,999]
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 57
value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(57)) 4]
type     = VarSet
triggerall=var(57)=0
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 57
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(57)) 5]
type     = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 57
value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(57)) 6]
type     = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 57
value =-var(57)

[State 4645644, Combo Machine (var(57)) 7]
type     = VarSet
triggerall=var(57)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 57
value =var(57)-2000000

[State 4645644, Combo Machine (var(57)) 8]
type     = VarSet
triggerall=var(57)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 57
value =var(57)+2000000

[State 4645644, Combo Machine (var(58)) 1]
type     = VarSet
triggerall=var(58)=[0,999999]
trigger1=(root,stateno=[2000,3999])
trigger1=(var(13)=0)
v = 58
value =var(58)+1000000

[State 4645644, Combo Machine (var(58)) 2]
type     = VarSet
triggerall=var(58)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 58
value =var(58)-1000000

[State 4645644, Combo Machine (var(58)) 3]
type     = VarSet
triggerall=var(58)=[1,999]
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 58
value =-var(58)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(58)) 4]
type     = VarSet
triggerall=var(58)=0 && var(57)=[999,999999]
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 58
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(58)) 5]
type     = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 58
value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(58)) 6]
type     = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 58
value =-var(58)

[State 4645644, Combo Machine (var(58)) 7]
type     = VarSet
triggerall=var(58)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 58
value =var(58)-2000000

[State 4645644, Combo Machine (var(58)) 8]
type     = VarSet
triggerall=var(58)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 58
value =var(58)+2000000

[State 4645644, Combo Machine (var(59)) 1]
type     = VarSet
triggerall=var(59)=[0,999999]
triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
trigger1=(var(13)=0)
v = 59
value =var(59)+1000000

[State 4645644, Combo Machine (var(59)) 2]
type     = VarSet
triggerall=var(59)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 59
value =var(59)-1000000

[State 4645644, Combo Machine (var(59)) 3]
type     = VarSet
triggerall=var(59)=[1,999]
triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
trigger1=var(13)>0
v = 59
value =-var(59)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Combo Machine (var(59)) 4]
type     = VarSet
triggerall=var(59)=0 && var(56)=[999,999999]
triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
trigger1=var(13)>0
v = 59
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Combo Machine (var(59)) 5]
type     = VarSet
triggerall=var(59)=[-1999999,-1]
trigger1=(root,ctrl&&helper(218),var(35)!=[1,9])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 59
value =ifelse(var(59)<=-1000000,-var(59)-1000000,ifelse(var(59)>=-999,0,-var(59)-(ceil(-var(59)/1000)-ifelse(-var(59)-(ceil(-var(59)/1000)*1000)<0,1,0))*1000))

[State 4645644, Combo Machine (var(59)) 6]
type     = VarSet
triggerall=var(59)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9])
v = 59
value =-var(59)

[State 4645644, Combo Machine (var(59)) 7]
type     = VarSet
triggerall=var(59)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 59
value =var(59)-2000000

[State 4645644, Combo Machine (var(59)) 8]
type     = VarSet
triggerall=var(59)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(59)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(var(59)-(ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)-(ceil(EnemyNear, Stateno/10)-ifelse(EnemyNear, Stateno-(ceil(EnemyNear, Stateno/10)*10)<0,1,0)) =0
v = 59
value =var(59)+2000000

; --- Injected User Code: Further ParentVarSet Logic ---
[State 4645644, Parent Learn 1]
type     = parentVarSet
triggerall=root,var(43)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 43
value =-root,var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Parent Learn 2]
type     = parentVarSet
triggerall=root,var(43)=0
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 43
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Parent Learn 3]
type     = parentVarSet
triggerall=root,var(43)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 43
value =-root,var(43)

[State 4645644, Parent Learn 4]
type     = parentVarSet
triggerall=root,var(43)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 43
value =root,var(43)-2000000

[State 4645644, Parent Learn 5]
type     = parentVarSet
triggerall=root,var(43)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(43)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(43)-(ceil(root,Var(43)/1000)-ifelse(root,Var(43)-(ceil(root,Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 43
value =root,var(43)+2000000

[State 4645644, Parent Learn 6]
type     = parentVarSet
triggerall=root,var(44)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 44
value =-root,var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Parent Learn 7]
type     = parentVarSet
triggerall=root,var(44)=0 && root,var(43)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 44
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Parent Learn 8]
type     = parentVarSet
triggerall=root,var(44)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 44
value =-root,var(44)

[State 4645644, Parent Learn 9]
type     = parentVarSet
triggerall=root,var(44)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 44
value =root,var(44)-2000000

[State 4645644, Parent Learn 10]
type     = parentVarSet
triggerall=root,var(44)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(44)-(ceil(root,Var(44)/1000)-ifelse(root,Var(44)-(ceil(root,Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 44
value =root,var(44)+2000000

; --- Final set of injected logic ---
[State 4645644, Logic Block 1]
type     = VarSet
triggerall=var(44)=[0,999999]
triggerall=(root,stateno=[160,169])
trigger1=(var(13)=0)||root,stateno=198
v = 44
value =var(44)+1000000

[State 4645644, Logic Block 2]
type     = VarSet
triggerall=var(44)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 44
value =var(44)-1000000

[State 4645644, Logic Block 3]
type     = VarSet
triggerall=var(44)=[1,999]
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 44
value =-var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Logic Block 4]
type     = VarSet
triggerall=var(44)=0
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 44
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Logic Block 5]
type     = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
v = 44
value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000))

[State 4645644, Logic Block 6]
type     = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 44
value =-var(44)

[State 4645644, Logic Block 7]
type     = VarSet
triggerall=var(44)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 44
value =var(44)-2000000

[State 4645644, Logic Block 8]
type     = VarSet
triggerall=var(44)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 44
value =var(44)+2000000

[State 4645644, Logic Block 9]
type     = VarSet
triggerall=var(45)=[0,999999]
triggerall=(root,stateno=[160,169])
trigger1=(var(13)=0)
v = 45
value =var(45)+1000000

[State 4645644, Logic Block 10]
type     = VarSet
triggerall=var(45)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 45
value =var(45)-1000000

[State 4645644, Logic Block 11]
type     = VarSet
triggerall=var(45)=[1,999]
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 45
value =-var(45)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 4645644, Logic Block 12]
type     = VarSet
triggerall=var(45)=0 && var(44)=[999,999999]
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 45
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 4645644, Logic Block 13]
type     = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
v = 45
value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000))

[State 4645644, Logic Block 14]
type     = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 45
value =-var(45)

[State 4645644, Logic Block 15]
type     = VarSet
triggerall=var(45)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 45
value =var(45)-2000000

[State 4645644, Logic Block 16]
type     = VarSet
triggerall=var(45)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 45
value =var(45)+2000000

; --- Injected User Code: Parent VarSet Logic ---
[State 4645644, Parent Learn 11]
type     = parentVarSet
triggerall=root,var(16)=[-99999,0]
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 16
value =-var(13)

[State 4645644, Parent Learn 12]
type     = parentVarSet
triggerall=root,var(16)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
v = 16
value =0

[State 4645644, Parent Learn 13]
type     = parentVarSet
triggerall=root,var(16)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 16
value =0

[State 4645644, Parent Learn 14]
type     = parentVarSet
triggerall=root,var(16)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 16
value =0

[State 4645644, Parent Learn 15]
type     = parentVarSet
triggerall=root,var(16)=[-199999,-100000]
trigger1=1
v = 16
value =-root,var(16)-100000

[State 4645644, Parent Learn 16]
type     = parentVarSet
triggerall=root,var(16)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 16
value =root,var(16)-100000

[State 4645644, Parent Learn 17]
type     = parentVarSet
triggerall=root,var(15)=[-99999,0]
triggerall=root,var(16)>0&&root,var(16)!=var(13)
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 15
value =-var(13)

[State 4645644, Parent Learn 18]
type     = parentVarSet
triggerall=root,var(15)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
trigger8=root,var(16)<=0||root,var(16)=-root,var(15)
v = 15
value =0

[State 4645644, Parent Learn 19]
type     = parentVarSet
triggerall=root,var(15)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 15
value =0

[State 4645644, Parent Learn 20]
type     = parentVarSet
triggerall=root,var(15)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 15
value =0

[State 4645644, Parent Learn 21]
type     = parentVarSet
triggerall=root,var(15)=[-199999,-100000]
trigger1=1
v = 15
value =-root,var(15)-100000

[State 4645644, Parent Learn 22]
type     = parentVarSet
triggerall=root,var(15)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 15
value =root,var(15)-100000

; --- Injected User Code: Damage and Meter Management ---
[State 4645644, Damage Memory 1]
type     = VarSet
triggerall = enemynear(Var(36)),movetype=A
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA
trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000
v        = 15
value    =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100

[State 4645644, Damage Memory 2]
type     = VarSet
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
v        = 15
value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000)

[State 4645644, Damage Memory 3]
type     = VarSet
triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299]
trigger1 = enemynear(Var(36)),movetype !=A
v        = 15
value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

[State 4645644, Damage Memory 4]
type     = VarSet
trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131)
trigger2=root,statetype=L||root,stateno=[18300,18399]
trigger2=numpartner=0
trigger2=enemynear(Var(36)),movetype=A||root,stateno=[18300,18399]
trigger2=var(14)<=10||root,stateno=[18300,18399]
trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x)
trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger3=numpartner=0 && numenemy=1
trigger4=numpartner=0 && numenemy=1
trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0
trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A
trigger5=(var(35)=[100,101])||(var(35)=[200,201])
v        = 15
value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10)

[State 4645644, Run Back Logic]
type     = varadd
triggerall=numpartner=0
triggerall=numenemy=1
triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger1=root,fvar(30)>999 && root,fvar(30)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger1=root,fvar(30)>999 && root,fvar(30)-((ceil(root,fvar(30)/1000)-ifelse(root,fvar(30)-(ceil(root,fvar(30)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger4=root,fvar(9)>999 && root,fvar(9)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger4=root,fvar(9)>999 && root,fvar(9)-((ceil(root,fvar(9)/1000)-ifelse(root,fvar(9)-(ceil(root,fvar(9)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger5=root,fvar(18)>999 && root,fvar(18)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger5=root,fvar(18)>999 && root,fvar(18)-((ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger7=root,fvar(16)>999 && root,fvar(16)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger7=root,fvar(16)>999 && root,fvar(16)-((ceil(root,fvar(16)/1000)-ifelse(root,fvar(16)-(ceil(root,fvar(16)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger8=root,fvar(15)>999 && root,fvar(15)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger8=root,fvar(15)>999 && root,fvar(15)-((ceil(root,fvar(15)/1000)-ifelse(root,fvar(15)-(ceil(root,fvar(15)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger9=root,fvar(14)>999 && root,fvar(14)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger9=root,fvar(14)>999 && root,fvar(14)-((ceil(root,fvar(14)/1000)-ifelse(root,fvar(14)-(ceil(root,fvar(14)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
v        = 15
value    =10

[State 4645644, Damage Memory 5]
type     = varadd
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98]
trigger1=root,movetype !=H
trigger1=root,statetype !=L
trigger1=root,stateno !=[5000,5150]
trigger1=root,stateno !=[8300,8305]
trigger1=root,stateno !=[18300,18305]
v        = 15
value    =1

[State 4645644, Damage Memory 6]
type     = varset
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9]
trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20
trigger3=root,stateno=[150,159]
trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10
trigger4=root,stateno=[5000,5059]
v        = 15
value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

; --- Injected User Code: Combo State Timers ---
[State 4645644, Combo Timer 1]
type = Varadd
trigger1=var(21)=[1,2]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 21
value =ifelse(var(21)=2,3,0)

[State 4645644, Combo Timer 2]
type = Varset
trigger1=var(21)<3
trigger1=enemynear(Var(36)),stateno =5120
v = 21
value =1

[State 4645644, Combo Timer 3]
type = Varset
trigger1=var(21)=1 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 21
value =3

[State 4645644, Combo Timer 4]
type = Varset
trigger1=var(21)=0 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno =5120)&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 21
value =2

[State 4645644, Combo Timer 5]
type = Varadd
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998]
v = 18
value =1

[State 4645644, Combo Timer 6]
type = Varadd
trigger1=enemynear(Var(36)),life>0
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0
trigger1=enemynear(Var(36)),stateno=[5100,5120]
v = 18
value =1

[State 4645644, Combo Timer 7]
type = Varset
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1
trigger1=(root,stateno=1200&&enemynear(Var(36)),stateno!=[5100,5159])||enemynear(Var(36)),stateno =[5000,5059]
v = 18
value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)

[State 4645644, Combo Timer 8]
type = Varset
triggerall=var(21)=3 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)

[State 4645644, Combo Timer 9]
type = Varset
triggerall=var(18)=[1000,1999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000

[State 4645644, Combo Timer 10]
type = Varset
triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000

; --- Injected User Code: Combo Behavior (var 19) ---
[State 4645644, Combo Behavior 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])
v = 19
value =-29

[State 4645644, Combo Behavior 2]
type = Varset
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20
trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)

[State 4645644, Combo Behavior 3]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19
v = 19
value =1

[State 4645644, Combo Behavior 4]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000)
v = 19
value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30)

[State 4645644, Combo Behavior 5]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1
trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =1

[State 4645644, Combo Behavior 6]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99]
triggerall=root,inguarddist
trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A
v = 19
value =100

[State 4645644, Combo Behavior 7]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=root,inguarddist=0
v = 19
value =-100

[State 4645644, Combo Behavior 8]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=var(13)<=0 && root,movetype =A
v = 19
value =1000

[State 4645644, Combo Behavior 9]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=root,stateno=305
v = 19
value =2000

[State 4645644, Combo Behavior 10]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=root,ctrl
trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 19
value =ifelse(root,ctrl,-1000,1000)

[State 4645644, Combo Behavior 11]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
triggerall=enemynear(Var(36)),pos x-root,pos x=[-120,120]
triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H))
trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30
trigger1=random<=10+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,0)
trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30
trigger2=random<=8;+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,10)
v = 19
value =-2000

[State 4645644, Combo Behavior 12]
type = Varadd
triggerall= root,movetype!=A
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000)

[State 4645644, Combo Behavior 13]
type = Varadd
triggerall= root,movetype!=A
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =-20000

[State 4645644, Combo Behavior 14]
type = Varadd
trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9]
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999]
trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000)

[State 4645644, Combo Behavior 15]
type = Varadd
trigger1= enemynear(Var(36)),stateno !=var(13)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 19
value =-70000

[State 4645644, Combo Behavior 16]
type = Varadd
triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A))
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999]
v = 19
value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000))

[State 4645644, Combo Behavior 17]
type = Varadd
trigger1=enemynear(Var(36)),stateno!=var(13)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000))

[State 4645644, Combo Behavior 18]
type = Varadd
trigger1= enemynear(Var(36)),movetype=A||inguarddist
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =50000

[State 4645644, Combo Behavior 19]
type = Varadd
triggerall= var(35)=7 && root,stateno=[1100,1110]
triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999]
v = 19
value =100000

[State 4645644, Combo Behavior 20]
type = Varadd
triggerall= root,stateno!=[1100,1110]
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]
v = 19
value =100000

[State 4645644, Combo Behavior 21]
type = Varset
trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150
trigger2=root,stateno=[1100,1110]
trigger2=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3
trigger3=root,prevstateno=[1100,1110]
trigger3=root,stateno!=[1100,1199]
trigger3=root,movetype!=H
v = 19
value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)

[State 4645644, Combo Behavior 22]
type = Varset
triggerall= enemynear(Var(36)),movetype!=H
trigger1=1
v = 19
value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)

[State 4645644, Combo Behavior 23]
type = Varadd
triggerall=numenemy=1 && var(17)>0
trigger1=root,inguarddist
v = 17
value =1

[State 4645644, Combo Behavior 24]
type = Varset
trigger1=root,inguarddist =0
v = 17
value =0

[State 4645644, Combo Behavior 25]
type = Varadd
triggerall=numenemy=1 && var(17)=0
trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A
v = 17
value =1

[State 4645644, Combo Behavior 26]
type = Varadd
trigger1=var(16)<999 && root,stateno=[120,159]
trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159]
v = 16
value =ifelse((root,stateno!=[120,159]),-var(16),1)

[State 4645644, Logic Block Final 1]
type = Varset
trigger1=var(35)=1||var(35)=7||var(35)=[4,5]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =3

[State 4645644, Logic Block Final 2]
type = Varset
trigger1=var(35)!=[10,39]
trigger1=(root,stateno=45)
v = 35
value =99

[State 4645644, Logic Block Final 3]
type = Varset
trigger1=(root,stateno=102)
v = 35
value =98

[State 4645644, Logic Block Final 4]
type = Varset
trigger1=root,stateno=161;; && var(13)>0
v = 35
value =ifelse(var(13)>0,7,2)

[State 4645644, Logic Block Final 5]
type = Varset
trigger1=var(35)=[7,8]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =2

[State 4645644, Logic Block Final 6]
type = Varset
trigger1=var(35)!=5
trigger1=var(35)!=[7,9]
trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,var(46)>=2000000||root,var(47)>=2000000
v = 35
value =4

[State 4645644, Logic Block Final 7]
type = Varset
triggerall=((var(35)!=[5,40])&&(var(35)!=[98,300]));||var(35)=8
trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49])||(root,stateno=162);;||(root,stateno=250)||(root,stateno=261)
v = 35
value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2))

[State 4645644, Logic Block Final 8]
type = Varset
trigger1=(root,stateno=[1100,1199]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =11

[State 4645644, Logic Block Final 9]
type = Varset
trigger1=(root,stateno=810) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =18

[State 4645644, Logic Block Final 10]
type = Varset
trigger1=(root,stateno=815) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =17

[State 4645644, Logic Block Final 11]
type = Varset
trigger1=(root,stateno=[1300,1399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =12

[State 4645644, Logic Block Final 12]
type = Varset
triggerall=var(35)!=14
trigger1=(root,stateno=410) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
trigger2=(root,stateno=1400||root,stateno=1402) && (root,prevstateno!=[200,499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =13

[State 4645644, Logic Block Final 13]
type = Varset
trigger1=(root,stateno=1400||root,stateno=1402) && (root,prevstateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =14

[State 4645644, Logic Block Final 14]
type = Varset
trigger1=(var(35)=12)
trigger1=(root,stateno=[6000,6999])||(root,prevstateno=[6000,6999]);;&&(root,stateno!=410)
v = 35
value =20

[State 4645644, Logic Block Final 15]
type = Varset
triggerall=var(35)!=[13,14]
trigger1=(root,stateno=1401) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =15

[State 4645644, Logic Block Final 16]
type = Varset
trigger1=(root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =16

[State 4645644, Logic Block Final 17]
type = Varset
trigger1=(root,stateno=3000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =17

[State 4645644, Logic Block Final 18]
type = Varset
trigger1=(root,stateno=220) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =19

[State 4645644, Logic Block Final 19]
type = Varset
trigger1=(root,stateno=[8050,8059]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =22

[State 4645644, Logic Block Final 20]
type = Varset
trigger1=(root,stateno=610) && (root,prevstateno=411) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =23

[State 4645644, Logic Block Final 21]
type = Varset
trigger1=(root,stateno=[6000,6999])&&(root,prevstateno=[3050,3059]);;&&(root,stateno!=410)
v = 35
value =25

[State 4645644, Logic Block Final 22]
type = Varset
trigger1=(root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno<200
v = 35
value =29

[State 4645644, Logic Block Final 23]
type = Varset
trigger1=(var(35)=[2,3])||(var(35)=9)||(var(35)=[97,99])
trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A
trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A
trigger2=(var(35)=[10,39]);||(var(35)=[100,199])
trigger2=(var(35)!=19)||(enemynear(Var(36)),ctrl)||(enemynear(Var(36)),stateno<200)||root,movetype=H||enemynear(Var(36)),movetype=A
trigger2=(enemynear(Var(36)),movetype!=H)||var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>0||(enemynear(Var(36)),stateno =[5100,5150])
trigger3=(var(35)=13)
trigger3=(root,stateno=[200,499])&&(root,stateno!=410)
trigger4=(var(35)=18)
trigger4=(root,stateno=[1000,1999]);;&&(root,stateno!=410)
trigger5=(var(35)=16||var(35)=20)
trigger5=(root,stateno=[200,699]);;&&(root,stateno!=410)
v = 35
value =0

; --- Injected User Code: Final State Trackers ---
[State 4645644, Final State Tracker 1]
type     = VarSet
trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
fv = 30
value =0

[State 4645644, Final State Tracker 2]
type     = VarSet
trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 30
value =-fvar(30)

[State 4645644, Final State Tracker 3]
type     = VarSet
trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A
fv = 30
value =-enemynear(Var(36)),stateno

[State 4645644, Final State Tracker 4]
type     = VarSet
trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && (root,stateno=300||root,stateno=20240)
fv = 30
value =fvar(30)+100000

[State 4645644, Final State Tracker 5]
type     = VarSet
trigger1=(fvar(30)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 30
value =ifelse((root,movetype=H),fvar(30)+100000,fvar(30)-100000)

[State 4645644, Final State Tracker 6]
type     = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
fv = 31
value =0

[State 4645644, Final State Tracker 7]
type     = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 31
value =-fvar(31)

[State 4645644, Final State Tracker 8]
type     = VarSet
trigger1=fvar(31)<=0 && fvar(30)>0 && enemynear(Var(36)),statetype!=A
fv = 31
value =-enemynear(Var(36)),stateno

[State 4645644, Final State Tracker 9]
type     = VarSet
trigger1=fvar(31)>0 && enemynear(Var(36)),stateno=fvar(31) && (root,stateno=300||root,stateno=20240)
fv = 31
value =fvar(31)+100000

[State 4645644, Final State Tracker 10]
type     = VarSet
trigger1=(fvar(31)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 31
value =ifelse((root,movetype=H),fvar(31)+100000,fvar(31)-100000)

[State 4645644, Final State Tracker 11]
type     = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno
fv = 32
value =0

[State 4645644, Final State Tracker 12]
type     = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 32
value =-fvar(32)

[State 4645644, Final State Tracker 13]
type     = VarSet
trigger1=fvar(32)<=0 && fvar(30)>0 && fvar(31)>0 && enemynear(Var(36)),statetype!=A
fv = 32
value =-enemynear(Var(36)),stateno

[State 4645644, Final State Tracker 14]
type     = VarSet
trigger1=fvar(32)>0 && enemynear(Var(36)),stateno=fvar(32) && (root,stateno=300||root,stateno=20240)
fv = 32
value =fvar(32)+100000

[State 4645644, Final State Tracker 15]
type     = VarSet
trigger1=(fvar(32)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 32
value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000)

[State 4645644, Final State Tracker 16]
type     = VarSet
trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10
fv = 33
value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)

[State 4645644, Final State Tracker 17]
type     = VarSet
trigger1=var(13) !=enemynear(Var(36)),stateno
trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 )
v = 14
value =0
Ignorehitpause=1

[State 4645644, Final State Tracker 18]
type = Varadd
trigger1=enemynear(Var(36)),movetype=A
trigger2=var(14)>0
v = 14
value =1
Ignorehitpause=1

[State 4645644, Final State Tracker 19]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 13
value =0
Ignorehitpause=1

[State 4645644, Final State Tracker 20]
type = Varset
trigger1=enemynear(Var(36)),movetype=A
trigger1=var(13)>=0
v = 13
value =enemynear(Var(36)),stateno
Ignorehitpause=1

[State 4645644, Injected DestroySelf]
type = Null;DestroySelf
trigger1 = root,stateno!=[230,239]
trigger1 = enemynear(helper(218),Var(36)),movetype!=H 

;New Code                                                                                                                  
                                                                                                                   
                                                                                                                   
[State 56465456, Safety]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 56465456, Invisible]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 56465456, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

; --- Target ID Tracking ---
[State 56465456, Track Target ID 1]
type = VarSet
trigger1 = NumEnemy = 1
var(56) = EnemyNear(0),ID
ignorehitpause = 1

[State 56465456, Track Target ID 2]
type = VarSet
trigger1 = NumEnemy = 2
var(56) = ifelse(EnemyNear(0),Alive, EnemyNear(0),ID, EnemyNear(1),ID)
ignorehitpause = 1

;New Code

;===========================================================================
; MULTI-ENEMY TRACKING VARS (SIMUL/TAG COMPATIBILITY)
;===========================================================================

; --- Position & Orientation ---
[State 56465456, Bind To Root]
type = PosSet
trigger1 = 1
x = Root,Pos X
y = Root,Pos Y

[State 56465456, Turn]
type = Turn
trigger1 = Facing != Root,Facing

; --- Advanced Tracking Math (fvar 15/16) ---
[State 56465456, Enemy Position Calculation X]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(15) = PlayerID(var(56)),Facing * (PlayerID(var(56)),Pos X - Root,Pos X)
ignorehitpause = 1

[State 56465456, Enemy Position Calculation Y]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(16) = -PlayerID(var(56)),Facing * (PlayerID(var(56)),Pos Y - Root,Pos Y)
ignorehitpause = 1

; --- Guard & Counter Learning Logic (from text) ---
[State 56465456, Reset Learning]
type = VarSet
trigger1 = RoundState != 2
var(19) = 9999
ignorehitpause = 1

[State 56465456, Counter Detection]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = PlayerID(var(56)),MoveType = A
trigger1 = PlayerID(var(56)),Time <= 1
var(4) = 1
ignorehitpause = 1

[State 56465456, Counter End]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = PlayerID(var(56)),MoveType != A
var(4) = 0
ignorehitpause = 1

; --- Hitbox/Hurtbox Learning (Vars 30-35) ---
[State 56465456, Learn Low]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = Root,MoveType = H && Root,StateType = S
trigger1 = PlayerID(var(56)),MoveType = A
var(30) = PlayerID(var(56)),StateNo
ignorehitpause = 1

[State 56465456, Learn Overhead]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = Root,MoveType = H && Root,StateType = C
trigger1 = PlayerID(var(56)),MoveType = A
var(33) = PlayerID(var(56)),StateNo
ignorehitpause = 1

[State 56465456, Learn Throw]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = Root,MoveType = H && Root,GetHitVar(Damage) = 0
trigger1 = PlayerID(var(56)),HitDefAttr = SC, NT, ST, HT
var(36) = PlayerID(var(56)),StateNo
ignorehitpause = 1

; --- Gravity & Physics Calculation (fvar 0-2) ---
[State 56465456, Gravity Calc]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = PlayerID(var(56)),StateType = A
fvar(0) = ceil((PlayerID(var(56)),Pos Y - fvar(1) - fvar(2)) * 1000.0) / 1000.0
ignorehitpause = 1

[State 56465456, Y Pos Storage 1]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(1) = PlayerID(var(56)),Pos Y - fvar(2)
ignorehitpause = 1

[State 56465456, Y Pos Storage 2]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(2) = PlayerID(var(56)),Pos Y
ignorehitpause = 1

; --- Projectile Scanning Loop (Mini-State Machine inside Helper) ---
; This mimics the 30020/30022 logic from the text file but kept inside this helper
; to avoid spawning infinite recursive helpers if possible.

[State 56465456, Reset Projectile ID]
type = VarSet
trigger1 = var(55) >= 40 ; Loop limit
var(55) = 0
ignorehitpause = 1

[State 56465456, Scan Next ID]
type = VarAdd
trigger1 = 1
var(55) = 1
ignorehitpause = 1

[State 56465456, Check ID Existence]
type = VarSet
trigger1 = !PlayerIDExist(var(55) + 56465456)
var(58) = 0 ; No projectile here
ignorehitpause = 1

[State 56465456, Detect Projectile Threat]
type = VarSet
triggerall = PlayerIDExist(var(55) + 56465456)
trigger1 = PlayerID(var(55) + 56465456),MoveType = A
trigger1 = PlayerID(var(55) + 56465456),TeamSide != Root,TeamSide
var(58) = 1 ; Threat detected
ignorehitpause = 1

; --- Cleanup ---
[State 56465456, DestroySelf]
type = DestroySelf
trigger1 = !Root,Alive
trigger2 = RoundState != 2


                                                                                                                     
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 689, IncreaseReactionTime]
type = VarAdd
trigger1 = 2
var(9) = 60 ; Set the initial reaction time to 60 ticks (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 689, TimerDecrement]
type = VarAdd
trigger1 = 1
var(9) = -65 ; Decrement the reaction time by 1 tick
ctrl = 1 ; Apply the VarAdd controller

[State 689, TimerCheck]
type = Null
trigger1 = var(9) > 0 ; Check if the reaction time is greater than 0
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 688, IncreaseIntelligence]
type = VarAdd
trigger1 = 1
var(9) += 65 ; Increase intelligence by 1 (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 688, IntelligenceTimer]
type = VarAdd
trigger1 = 1
var(9 + 1) = 60 ; Set the timer to 60 ticks (1 second)
ctrl = 1 ; Apply the VarAdd controller

[State 688, IntelligenceCheck]
type = Null
trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0

[State 688, ResetTimer]
type = VarSet
trigger1 = var(53 + 1) <= 0 ; Check if the timer has reached 0
var(9 + 1) = 60 ; Reset the timer to 60 ticks
ctrl = 1 ; Apply the VarSet controller
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 682, IncreaseAggression]
type = VarAdd
trigger1 = 1
var(9) += 65 ; Increase aggression by 1 (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 682, AggressionTimer]
type = VarAdd
trigger1 = 1
var(9 + 1) = 60 ; Set the timer to 60 ticks (1 second)
ctrl = 1 ; Apply the VarAdd controller

[State 682, AggressionCheck]
type = Null
trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0

[State 682, ResetTimer]
type = VarSet
trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0
var(9 + 1) = 60 ; Reset the timer to 60 ticks
ctrl = 1 ; Apply the VarSet controller
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 683, IncreaseEvasion]
type = VarAdd
trigger1 = 1
var(9) += 65 ; Increase evasion by 2 (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 683, EvasionTimer]
type = VarAdd
trigger1 = 1
var(9 + 1) = 60 ; Set the evasion timer to 60 ticks (1 second)
ctrl = 1 ; Apply the VarAdd controller

[State 683, EvasionCheck]
type = Null
trigger1 = var(9 + 1) <= 0 ; Check if the evasion timer has reached 0

[State 683, ResetEvasionTimer]
type = VarSet
trigger1 = var(9 + 1) <= 0 ; Check if the evasion timer has reached 0
var(9 + 1) = 60 ; Reset the evasion timer to 60 ticks
ctrl = 1 ; Apply the VarSet controller
;-------------------------------------------------------------------------------
[State -2, Avoid Projectiles]
type = VarSet
trigger1 = numproj > 0  ; Check if there are projectiles on screen
var(1) = 0  ; Initialize variable to track avoidance action

[State -2, Check Projectiles]
type = Null
trigger1 = var(1) = 0 && numproj > 0  ; Check if no avoidance action is already in progress and there are projectiles on screen

[State -2, Move Away from Projectiles]
type = Null;ChangeState
trigger1 = numproj > 0 && enemy,numproj > 0  ; Check if there are projectiles and if they belong to the enemy
trigger1 = p2bodydist x < 100  ; Check if the enemy is within a certain distance
trigger1 = random < 99  ; Adjust probability as needed
value = 70  ; Move away from the projectiles (adjust state number as needed)
var(1) = 1  ; Set variable to indicate avoidance action in progress

[State -2, Reset Avoidance]
type = VarSet
trigger1 = !(numproj > 0 && enemy,numproj > 0)  ; Check if there are no projectiles or if they don't belong to the enemy
trigger1 = var(1) = 1  ; Check if avoidance action is in progress
var(1) = 0  ; Reset avoidance action variable 


;==================================================
;--- COMBO LOOP MESSENGER HELPER (Generated) ---
;==================================================
[Statedef 56856746]
ctrl = 0

[State 56856746, Target Main AI Helper]
type = ReversalDef
reversal.attr = SCA, AA, AT, AP
trigger1 = NumHelper(4645644)
pausetime = 0, 1
sparkno = -1
hitsound = -1
numhits = 0
ID = 4645644
ignorehitpause = 1

[State 56856746, Set Loop Counter]
type = VarSet
trigger1 = NumTarget
v = 52
value = 3
ignorehitpause = 1

[State 56856746, Destroy Self]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

; ========================================
; Adaptive AI Brain (ID: 564564456)
; ========================================
[Statedef 564564456]
;type = A
;movetype = I
;physics = N
ctrl = 0
anim = 20218;9999;20218;9999;20218

[State 564564456]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 564564456]
type = nothitby
trigger1 = 1
value = sca

[State 564564456, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

; === Detect Aggressive Opponent ===
[State 564564456, Tracking Aggressive attacker]
type = VarSet
trigger1 = EnemyNear, MoveType = A
trigger1 = EnemyNear, time < 60
trigger2 = EnemyNear, hitcount > 5
trigger3 = (EnemyNear, StateNo = [200,700]) || (EnemyNear, StateNo = [1000,3000]) ||(EnemyNear, StateNo = [3000,10000]) || (EnemyNear, StateNo = [10000,100000]) || (EnemyNear, StateNo = [100000,999999])
var(1) = 1

; === Reset If Opponent Stops Attacking ===
[State 564564456, Reset Tracking]
type = VarSet
trigger1 = EnemyNear, MoveType != A
trigger1 = EnemyNear, time > 120
trigger2 = EnemyNear, stateno = [120,155]
var(1) = 0

[State 564564456, Tracking Defensive Player]
type = VarSet
trigger1 = var(26) > 10
var(2) = 1

[State 564564456, Tracking Defensive Player Reset]
type = VarSet
trigger1 = var(26) < 10
var(2) = 0

[State 564564456, Tracking Unguardable ATK]
type = VarSet
trigger1 = var(27) = 1
trigger1 = EnemyNear,time < 60
var(3) = 1

[State 564564456, Tracking Unguardable ATK Reset]
type = VarSet
trigger1 = var(27) != 1
trigger1 = EnemyNear,time < 60
var(3) = 0

[State 564564456, Store the memory of getting killed]
type = VarSet
trigger1 = var(31) = 1
var(5) = 1

[State 564564456, Uses a special or counter (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is performing any attack where they lose control.
trigger1 = root,MoveType = A
trigger1 = !root,Ctrl
var(6) = 1

; === Store Move History ===
[State 564564456, Store Move Data]
type = VarSet
trigger1 = 1
var(22) = var(21)
var(21) = var(20)
var(20) = var(19)
var(19) = var(25)

[State 564564456, Track enemy block for long time (Universal)]
type = VarAdd
; Universal Trigger: Checks if the opponent is in guard stun.
trigger1 = EnemyNear,MoveType = H
trigger1 = EnemyNear,StateType != L
v = 26
value = 1

[State 564564456, Reset Block Tracker]
type = VarSet
trigger1 = EnemyNear,stateno != [120,155]
v = 26
value = 0

[State 564564456, Track enemy unguardable atk]
type = VarSet
trigger1 = enemynear,movehit
trigger1 = var(29)
v = 27
value = EnemyNear,stateno

[State 564564456, Enemy is unhittable]
type = VarSet
trigger1 = root,movetype = A
trigger1 = root,movehit = 0
trigger1 = enemynear,time > 20
v = 28
value = 1

[State 564564456, Enemy is hittable]
type = VarSet
trigger1 = root,movetype = A
trigger1 = root,movehit
trigger2 = root,MoveContact
trigger2 = enemynear,time < 60
v = 28
value = 0

[State 564564456, Guarding (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is in any guard state.
trigger1 = root,MoveType = H
v = 29
value = 1

[State 564564456, Guard reset]
type = VarSet
trigger1 = root,movetype != H
trigger1 = root,prevstateno != [120,155]
v = 29
value = 0

[State 564564456, Watch Meter+]
type = VarSet
trigger1 = enemynear, power > root, power
v = 30
value = 1

[State 564564456, Watch Meter-]
type = VarSet
trigger1 = enemynear, power < root, power
v = 30
value = 0

[State 564564456, Killed through mode]
type = VarSet
trigger1 = var(35)
trigger1 = root,life < 1
trigger2 = root,life = 0
v = 31
value = 1

[State 564564456, Not Killed Through Mode]
type = VarSet
trigger1 = !var(35)
trigger1 = root,life > 1
v = 31
value = 0

[State 564564456, Set Attack Timing Variable Close]
type = VarSet
trigger1 = Enemy,Time = [0,5]
trigger1 = p2bodydist x <= 30
trigger1 = p2bodydist y = [-25,25]
v = 32
value = 1
ignorehitpause = 1

[State 564564456, Set Attack Timing Variable Far]
type = VarSet
trigger1 = Enemy,Time >= 50
trigger1 = p2bodydist x < 30
trigger1 = p2bodydist y = [-25,25]
v = 32
value = 0
ignorehitpause = 1

[State 564564456, Track AI Jump Without Attack (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is airborne but not attacking.
trigger1 = root,StateType = A
trigger1 = root,MoveType != A
v = 33
value = 1
ignorehitpause = 1

[State 564564456, Reset When Not Jumping]
type = VarSet
trigger1 = (root,stateno != [50,51]) || (root,statetype != A)
v = 33
value = 0
ignorehitpause = 1

[State 564564456, Track Opponent's Vulnerability]
type = VarSet
trigger1 = Enemy,StateType != L
trigger2 = Enemy,HitOver = 0
trigger3 = Enemy,MoveType != I
v = 34
value = 1
ignorehitpause = 1

[State 564564456, Reset When Not Hittable]
type = VarSet
trigger1 = Enemy,StateType = L
trigger2 = Enemy,HitOver = 1
trigger3 = Enemy,MoveType = I
v = 34
value = 0
ignorehitpause = 1

[State 564564456, Track Custom State (Absolute Amalgamation)]
type = VarSet
triggerall = RoundState = 2 ; Fighting only
triggerall = Alive        ; Living only

; --- LOGIC PATH 1: The "Non-Standard" State Definition ---
; This is the most important fix. We check if you are:
; 1. In a non-common state ( > 600 )
; 2. NOT in a hit state ( 5000 range )
; 3. NOT in a guard state ( 120-159 )
trigger1 = StateNo != [0, 600]
trigger1 = StateNo != [5000, 5999]
trigger1 = StateNo != [120, 159] ; Correct way to exclude Guarding
trigger1 = MoveType != H

; --- LOGIC PATH 2: The "Animation" Anomaly ---
trigger2 = Anim != [0, 600]
trigger2 = Anim != [5000, 5999]
trigger2 = !Ctrl

; --- LOGIC PATH 3: The "Offensive Classification" ---
trigger3 = MoveType = A
trigger3 = (HitDefAttr = SCA, SA, HA) || (NumProj > 0) || (NumHelper > 0)

; --- LOGIC PATH 4: The "System Anomaly" (Armor/Invincibility) ---
trigger4 = MoveType = I
trigger4 = !Ctrl
trigger4 = StateNo != [0, 200]
trigger4 = StateNo != [120, 159] ; Exclude guarding from being flagged as a "Special State"

; --- LOGIC PATH 5: The "Meter Burn" Detector ---
trigger5 = PrevStateNo = [0, 1000]
trigger5 = StateNo > 1000
trigger5 = (Power/10) < ((var(50) & 8386560) / 2048)
trigger5 = MoveType = A

v = 35 
value = 1
ignorehitpause = 1

[State 564564456, Stealth State & Power Tracker]
type = VarSet
triggerall = RoundState = 2 && Alive
; --- STEP 1: Detect Meter Burn (Power < Memory) ---
; We extract the saved power from bits 11+ by shifting/dividing.
; If current Power/10 < saved value, Bit 10 (1024) is flipped ON.
trigger1 = (Power/10) < ((var(50) & 8386560) / 2048)
trigger1 = (var(50) := var(50) | 1024) || 1

; --- STEP 2: Detect Custom States (StateNo/Anim) ---
; If outside standard ranges, flip Bit 10 (1024) ON.
trigger2 = (StateNo != [0,600]) && (StateNo != [5000,5999]) && (StateNo != [120,159])
trigger2 = (var(50) := var(50) | 1024) || 1

; --- STEP 3: Detect Active Specials/Hypers ---
trigger3 = (MoveType = A) && (HitDefAttr = SCA, SA, HA)
trigger3 = (var(50) := var(50) | 1024) || 1

; --- STEP 4: MEMORY UPDATE (The Warusaki Bridge) ---
; This is the "Stealth VarSet". It wipes the old power bits and 
; saves the current Power/10 into bits 11-22 for the next frame.
; Logic: (Clear Bits 11+) | (New Power << 11)
trigger4 = (var(50) := (var(50) & 2047) | ((Power/10) * 2048)) || 1
v = 50
value = var(50)
ignorehitpause = 1

[State 564564456, Warusaki Bit-Reset]
type = VarSet
; Clears ONLY Bit 10 (Custom State Flag) if back in Neutral/Ctrl
trigger1 = (Ctrl || (StateNo = [0,199]) || (StateNo = [120,159]))
trigger1 = var(50) & 1024
v = 50
value = var(50) - 1024
ignorehitpause = 1

[State 564564456, Reset State Tracker]
type = VarSet
trigger1 = Ctrl
trigger2 = MoveType = H
trigger3 = StateNo = [0, 199]
trigger4 = StateNo = [120, 159] ; Reset if we start guarding
v = 35
value = 0
ignorehitpause = 1

[State 564564456, Reset If Not in Custom State]
type = VarSet
triggerall = Enemynear,movetype != A
trigger1 = root,stateno >= 0
trigger1 = root,stateno <= 7000
trigger1 = root,time < 100
var(35) = 0


; ========================================
; AI Memory / Projectile Tracker (ID: 456564)
; ========================================
[Statedef 456564]
;type = A
;movetype = I
;physics = N
ctrl = 0
;velset = 0, 0
anim = 20218;9999;20218;9999;20218

[State 456564]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 456564]
type = nothitby
trigger1 = 1
value = sca

[State 456564, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 456564, Clipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Highest Playerid = %d , Projectile helper's PlayerId = %d/n nBy Inktrebuchet"
params = var(0)-1, var(3)

[State 456564, Init ID Scan]
type = Null
trigger1 = var(0) = 0
trigger1 = (var(0) := id)
ignorehitpause = 1

[State 456564, Scan for Higher IDs]
type = varadd
trigger1 = PlayerIdExist(var(0))
v = 0
value = 1
ignorehitpause = 1

; NOTE: The following state was syntactically incorrect. It has been rewritten to achieve the
; likely intended behavior: find the ID of an enemy projectile helper.
[State 456564, Find Projectile ID]
type = Null
triggerall = PlayerIdExist(Root,ID)
triggerall = var(3) = 0 ; Find only one projectile at a time
trigger1 = PlayerIdExist(var(0)-1) && PlayerID(var(0)-1), TeamSide != TeamSide && PlayerID(var(0)-1), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-1)) || 1
trigger2 = PlayerIdExist(var(0)-2) && PlayerID(var(0)-2), TeamSide != TeamSide && PlayerID(var(0)-2), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-2)) || 1
trigger3 = PlayerIdExist(var(0)-3) && PlayerID(var(0)-3), TeamSide != TeamSide && PlayerID(var(0)-3), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-3)) || 1
trigger4 = PlayerIdExist(var(0)-4) && PlayerID(var(0)-4), TeamSide != TeamSide && PlayerID(var(0)-4), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-4)) || 1
trigger5 = PlayerIdExist(var(0)-5) && PlayerID(var(0)-5), TeamSide != TeamSide && PlayerID(var(0)-5), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-5)) || 1
trigger6 = PlayerIdExist(var(0)-6) && PlayerID(var(0)-6), TeamSide != TeamSide && PlayerID(var(0)-6), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-6)) || 1
trigger7 = PlayerIdExist(var(0)-7) && PlayerID(var(0)-7), TeamSide != TeamSide && PlayerID(var(0)-7), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-7)) || 1
trigger8 = PlayerIdExist(var(0)-8) && PlayerID(var(0)-8), TeamSide != TeamSide && PlayerID(var(0)-8), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-8)) || 1
trigger9 = PlayerIdExist(var(0)-9) && PlayerID(var(0)-9), TeamSide != TeamSide && PlayerID(var(0)-9), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-9)) || 1
trigger10 = PlayerIdExist(var(0)-10) && PlayerID(var(0)-10), TeamSide != TeamSide && PlayerID(var(0)-10), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-10)) || 1
ignorehitpause = 1

[State 456564, Reset Projectile ID]
type = VarSet
trigger1 = !PlayerIdExist(var(3))
v = 3
value = 0
ignorehitpause = 1

[State 456564, BindToRoot]
type = BindToRoot
trigger1 = PlayerIdExist(Root,ID)
time = 1
facing = 1
pos = 0,-2
ignorehitpause = 1

[State 456564, Safeguard 0]
type = null
trigger1 = root, movetype != h
trigger1 = var(21) := root,stateno

[State 456564, Safeguard 1]
type = explod
trigger1 = var(21) != 0
trigger1 = PlayerIDExist(var(3))
trigger1 = ifelse(playerid(var(3)),prevstateno = 0, var(2) := abs(floor(playerid(var(3)),vel x)), 1)
trigger1 = playerid(var(3)),ifelse(NumTarget, Target, ifelse(1, ID, 0), 0) = root,ID
trigger1 = numexplod((var(20)*100000000) + var(2)) = 0
anim = anim
ID = (var(20)*100000000) + var(2)
removetime = -1

[State 456564, Safeguard 2]
type = explod
trigger1 = var(21) != 0
trigger1 = PlayerIDExist(var(3))
trigger1 = playerid(var(3)),ifelse(NumTarget, Target, ifelse(1, ID, 0), 0) = root,ID
trigger1 = numexplod((var(20)*100000000) + playerid(var(3)),prevstateno) = 0
anim = anim
ID = (var(20)*100000000) + playerid(var(3)),prevstateno
removetime = -1


;===========================================================================
; UNIVERSAL AI HELPER SUITE - GENERATED (STABLE V4)
;===========================================================================

; AI Activation & Input Reader Helper (Based on 9741 logic)
[Statedef 564546]
type=A;S
movetype=I
physics=N
anim=0;9999;0;9999
ctrl=0
[State 564546, Safety]
type=SelfState
trigger1= !IsHelper
value=0

[State 564546, Safety]; Just in case your opponent is very poorly coded.
type = SelfState
trigger1 = !IsHelper
value = 0

[State 564546, PauseCheck]
type = VarSet
trigger1 = (GameTime>(Parent,var(57)))
trigger2 = !(Parent,Alive)
trigger3 = (RoundState != 2)
trigger4 = Parent,var(59)
trigger5 = (var(3):=0)
var(2) = (var(3):=1)+(var(4):=0)

[State 564546, Facing]
type = Turn
trigger1 = (var(9):=(Facing != Parent,Facing))

;First 3 codes are fine to enable if you wish
[State 564546, Omni-Adaptive Difficulty Scaling]
Type = Null;VarSet ;Null if problematic
Trigger1 = 1
; Base Difficulty
var(50) = (Parent,var(59)=1)*3 + (Parent,var(59)=2)*7 + (Parent,var(59)=3)*16 + (Parent,var(59)=4)*30 + (Parent,var(59)=5)*58 + (Parent,var(59)=6)*90 + (Parent,var(59)=7)*150 + (Parent,var(59)=8)*300

[State 564546, Self-Aware Adaptation (DDA)]
; If AI Life < 30% and Enemy Life > 70%, Boost Aggression (Desperation)
Type = Null;VarAdd ;Null if problematic
Trigger1 = Life < (LifeMax * 0.3) && EnemyNear,Life > (EnemyNear,LifeMax * 0.7)
Trigger1 = var(50) < 800
var(50) = 50
ignorehitpause = 1

[State 564546, Mercy Logic]
; If AI Life > 80% and Enemy Life < 20%, Lower Aggression (Mercy)
Type = Null;VarAdd ;Null if problematic
Trigger1 = Life > (LifeMax * 0.8) && EnemyNear,Life < (EnemyNear,LifeMax * 0.2)
Trigger1 = var(50) > 100
var(50) = -20
ignorehitpause = 1

;--- Logic from State 9742 (Partnered Version) integrated below ---

[State 564546, ParentDirCheck]
type = VarSet
trigger1 = (Parent,command = "holdfwd")
trigger2 = (Parent,command = "holdback")
trigger3 = (Parent,command = "holdup")
trigger4 = (Parent,command = "holddown")
trigger5 = (var(6):=0)
var(6) = 1

[State 564546, ParentButtonCheck]
type = VarSet
trigger1 = (Parent,command = "a")
trigger2 = (Parent,command = "b")
trigger3 = (Parent,command = "c")
trigger4 = (Parent,command = "x")
trigger5 = (Parent,command = "y")
trigger6 = (Parent,command = "z")
trigger7 = (Parent,command = "start")
trigger8 = (var(7):=0)
var(7) = 1

[State 564546, SameButtonCheck]
type = VarSet
triggerall = var(7)
triggerall = !var(2)
triggerall = NumPartner
trigger1 = (Parent,command = "a")
trigger1 = (Partner,command = "a")
trigger2 = (Parent,command = "b")
trigger2 = (Partner,command = "b")
trigger3 = (Parent,command = "c")
trigger3 = (Partner,command = "c")
trigger4 = (Parent,command = "x")
trigger4 = (Partner,command = "x")
trigger5 = (Parent,command = "y")
trigger5 = (Partner,command = "y")
trigger6 = (Parent,command = "z")
trigger6 = (Partner,command = "z")
trigger7 = (Parent,command = "start")
trigger7 = (Partner,command = "start")
trigger8 = (var(8):=0)
var(8) = 1

;--- Activation/Deactivation Logic ---

[State 564546, Fast AI Activation]
type = ParentVarSet ;Null if problematic
triggerall = !var(3) ; Ensure not in pause/shaking
trigger1 = (Parent, command = "holdfwd")
trigger2 = (Parent, command = "holdback")
trigger3 = (Parent, command = "holdup")
trigger4 = (Parent, command = "holddown")
v = 59
value = 1 ;8 ; <--- Set this to 8 for maximum responsiveness in WinMugen

[State 564546, DirTurnOnAI]
type = ParentVarSet
triggerall = !var(3)
triggerall = !var(9)
trigger1 = (Parent,command = "holdfwd")
trigger2 = (Parent,command = "holdback")
trigger3 = (Parent,command = "holdup")
trigger4 = (Parent,command = "holddown")
trigger5 = !(var(4):=1)
v = 59
value = var(4) ;8 ;; <--- CHANGED TO 8 FOR SPEED. ;var(4) * 8 ;; <--- CHANGED TO 8 FOR SPEED. ;var(4) ;; <--- CHANGED TO 1 FOR SPEED.

[State 564546, DirTurnOffAI]
type = ParentVarSet
triggerall = !var(3)
triggerall = Parent,var(59)
trigger1 = (command = "holdfwd") && (Parent,command = "holdfwd")
trigger2 = (command = "holdback") && (Parent,command = "holdback")
trigger3 = (command = "holdup") && (Parent,command = "holdup")
trigger4 = (command = "holddown") && (Parent,command = "holddown")
v = 59
value = (var(4):=0)

[State 564546, ButtonTurnOnAI]
type = ParentVarSet
triggerall = var(1)
triggerall = !var(2)
triggerall = !var(8) ; Partner protection from 9742
trigger1 = (Parent,command = "a")
trigger2 = (Parent,command = "b")
trigger3 = (Parent,command = "c")
trigger4 = (Parent,command = "x")
trigger5 = (Parent,command = "y")
trigger6 = (Parent,command = "z")
trigger7 = (Parent,command = "start")
v = 59
value = 1 ;8 ;; <--- CHANGED TO 8 FOR SPEED. ;1 ;; <--- CHANGED TO 1 FOR SPEED.

[State 564546, ButtonTurnOffAI]
type = ParentVarSet
triggerall = !var(2)
triggerall = !var(8) ; Partner protection from 9742
triggerall = Parent,var(59) >= 1
trigger1 = (command = "a") && (Parent,command = "a")
trigger2 = (command = "b") && (Parent,command = "b")
trigger3 = (command = "c") && (Parent,command = "c")
trigger4 = (command = "x") && (Parent,command = "x")
trigger5 = (command = "y") && (Parent,command = "y")
trigger6 = (command = "z") && (Parent,command = "z")
trigger7 = (command = "start") && (Parent,command = "start")
v = 59
value = -1

[State 564546, UnPauseCheck]
type = VarSet
triggerall = var(2)
trigger1 = (Parent,command = "a") || (Parent,command = "b") || (Parent,command = "c")
trigger2 = (Parent,command = "x") || (Parent,command = "y") || (Parent,command = "z")
trigger3 = (Parent,command = "start")
trigger4 = (var(2) = 2) && (var(2):=0)
var(2) = 2

;--- Logic from State 9743 (HitPause Helper) integrated below ---

[State 564546, HitPauseTime]
type = VarSet
trigger1 = !(Parent,HitPauseTime)
trigger2 = (GameTime>Parent,var(57))
var(10) = Parent,HitPauseTime ; Mapping 9743's var(1) to var(10) to avoid helper conflict

[State 564546, HitPauseCheck (9742 logic)]
type = VarSet
trigger1 = var(6)
trigger2 = var(7)
trigger3 = !(Parent,HitPauseTime)
var(4) = Parent,HitPauseTime

[State 564546, Delay]
type = VarSet
trigger1 = (var(1):=1)
var(5) = !var(7)

[State 564546, Goodbye]
type = DestroySelf
triggerall = (var(1):=1)
trigger1 = Parent,var(59)
trigger2 = !(Parent,Alive)
trigger3 = (RoundState != 2)
[State 564546, Goodbye]
type=DestroySelf
triggerall=(var(1):=1)
trigger1=Parent,var(59)
trigger2=!(Parent,Alive)
trigger3=(RoundState != 2)

; AI Projectile & Entity Scanner Helper
[Statedef 546456]
type=A
movetype=I
physics=N
ctrl=0
anim=0;9999;0;9999
sprpriority=0
velset=0,0

[State 546456, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 546456, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 546456, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2];AIswitch暴発防止(1回だけしか判定しない)
type=varadd
trigger1=prevstateno!=546456
trigger1=prevstateno!=546458
trigger1=numhelper(564546)
trigger1=helper(564546),time=1
var(2)=1
[State -2];ループ回数設定
type=varset
trigger1=!var(54)
var(54)=10
[State -2];カウンタ
type=varadd
trigger1=prevstateno!=546456
trigger1=prevstateno!=546458
fvar(7)=1
[State -2];フラグ
type=varset
trigger1=prevstateno!=546456
trigger1=prevstateno!=546458
fvar(8)=0
[State -2];フラグ
type=varset
trigger1=floor(fvar(7))%10=0
trigger1=root,p2movetype=A||root,inguarddist
trigger1=root,movetype!=H
trigger2=floor(fvar(7))>=60
trigger2=fvar(7):=0||1
fvar(8)=1
[State -2]
type=ChangeState
triggerall=!numhelper(546457)
trigger1=var(56)!=-1||prevstateno=546460
trigger1=!playerIDexist(var(3+var(55)))
trigger1=fvar(8)
value=546458
[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1
[State -2]
type=Nothitby
trigger1=1
value=SCA
[State -2]
type=posset
trigger1=1
x=root,pos x+enemynear(!enemynear,alive*enemy,alive),const(size.attack.dist)*enemynear(!enemynear,alive*enemy,alive),facing
[State -2]
type=turn
trigger1=facing=enemynear,facing
[State 546456]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))
[State 546456]
type=ChangeState
trigger1=!numhelper(546457)
trigger1=var(56)!=-1
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=546456
[State -2]
type=VarSet
trigger1=1
var(55)=0
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1
[State -2]
type=VarSet
trigger1=!enemynear,ctrl&&enemynear,stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0
[State 546456]
type=varset
trigger1=1
var(59)=0
[State -2]
type=ChangeState
trigger1=1
value=546460

; AI Projectile Scanner Sub-States
[Statedef 546457]
anim=0;9999;0;9999
ctrl=0
[State 546457]
type=destroyself
trigger1=ishelper
trigger1=1

[State 546457, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 546457, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 546457, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[Statedef 546458]
anim=0;9999;0;9999
ctrl=0

[State 546458, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 546458, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 546458, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2]
type=varset
trigger1=prevstateno!=546458
var(3+var(55))=var(57)+1
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1
[State -2]
type=Varset
trigger1=prevstateno!=546458
var(56)=0
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A&&!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1
[state -2]
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(546457)
helpertype=normal
name="id_check"
ID=546457
pos=0, 0
postype=right
facing=1
stateno=546457
ownpal=1
supermovetime=99999
pausemovetime=99999
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(546457)
var(3+var(55))=helper(546457),id
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=!numhelper(546457)
var(3+var(55))=var(57)+1
[State -2]
type=ChangeState
value=546458
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A&&!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
[State -2]
type=ChangeState
value=546456
trigger1=1
[Statedef 546460]
anim=0;9999;0;9999
ctrl=0
[State 546460]
type=ChangeState
trigger1=time>0
value=546456

[State 546460, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 546460, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 546460, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 546460]
type=CHangeState
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=546460
[State 546456, VarSet]
type=varset
trigger1=prevstateno!=546460
var(58)=0
[State 546456 地上波動]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!(var(58)&2**0)
trigger1=playerID(var(3+var(55))),hitdefattr = SCA,AA,AP
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>=1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-100
trigger1=fvar(0):=playerID(var(3+var(55))),vel x||1
var(58)=2**0
[State 546456, CHangeState]
type=CHangeState
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=546460
[State 546456]
type=varset
trigger1=1
var(55)=0
[State 546456]
type=varset
trigger1=1
var(56)=0

; Right Edge Detector & Learning Helper
[Statedef 456456]
Type = A
Ctrl = 0
Anim = 0;9999;0;9999
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 456456, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 456456, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 456456, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2,消失]
type=DestroySelf
triggerall=isHelper
trigger1=roundstate!=[1,2]
[State 456456]
type = assertspecial
trigger1 = 1
flag = invisible
[State 456456]
type = NotHitBy
value = SCA
trigger1 = 1
[State 456456,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 456456]
type = Projectile
Trigger1 = time = 0
velocity = 10,0
projID = 456456
projhits = 9999
projpriority = 9999
projanim = 0;9999;0;9999
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
[State 456456]
type = velset
Trigger1 = Root,NumProjID(456456) = 0
Trigger1 = time > 0
x = 0
y = 0
[State 456456]
Type = VarSet
triggerall = ishelper
trigger1 = 1
var(0)= 0
IgnoreHitPause= 1
[State 456456]
Type = VarSet
triggerall= ishelper
trigger1= 1
fvar(0)= 0
IgnoreHitPause= 1

; Left Edge Detector & Learning Helper
[Statedef 68678]
Type = A
Ctrl = 0
Anim = 0;9999;0;9999
Velset = 10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 68678, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 68678, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 68678, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2,消失]
type=DestroySelf
triggerall=isHelper
trigger1=roundstate!=[1,2]
[State 68678]
type = assertspecial
trigger1 = 1
flag = invisible
[State 68678]
type = NotHitBy
value = SCA
trigger1 = 1
[State 68678,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 68678]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 68678
projhits = 9999
projpriority = 9999
projanim = 0;9999;0;9999
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
[State 68678]
type = velset
Trigger1 = Root,NumProjID(68678) = 0
Trigger1 = time > 0
x = 0
y = 0
[State 68678]
type = VarSet
trigger1=1
var(0) = 0

;Ignore This or Delete It
; AI Activation & Input Reader Helper (from Template)
;[Statedef 564546]
;type=A
;movetype=I
;physics=N
;anim=9999
;ctrl=0

;[State 564546, AI Var Propagate]
;type=ParentVarSet
;trigger1= var(59) > 0
;var(59) = var(59)

;[State 564546, goodbye]
;type=DestroySelf
;trigger1= !(root,alive)
;trigger2= roundstate!=2

;Ignore This or Delete It
; AI Projectile & Entity Scanner Helper (from Template)
;[Statedef 546456]
;type=A
;movetype=I
;physics=N
;ctrl=0
;anim=9999
;sprpriority=0
;velset=0,0

;[State 546456, Main Scanner Logic]
;type=Null
;trigger1 = 1 ; Placeholder for complex scanner logic. Full logic would be embedded.

;[State 546456, Destroy]
;type=DestroySelf
;trigger1=time>10

; ===========================================================================
; --- OMNI-AI LOGIC SYSTEM (UPGRADED & ROBUST) ---
; Main Brain Module
; Helper ID: 245345
; ===========================================================================

[Statedef 245345]
Type = A
Ctrl = 0
anim = 20218;9999;20218;9999;20218
Movetype = I
Physics = N
VelSet = 0,0

; ---------------------------------------------------------------------------
; [CORE INTEGRITY]
; Self-correction and invisibility
; ---------------------------------------------------------------------------

[State 245345, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

[State 245345, Invisible]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 245345, Invuln]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 245345, Position Bind]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [ADAPTIVE AI CONFIGURATION]
; Dynamic Difficulty and Randomization
; ---------------------------------------------------------------------------

[State 245345, Sync AI Level]
type = VarSet
trigger1 = 1
var(59) = var(59) ; Syncs internal AI level with Root's AI level
ignorehitpause = 1

[State 245345, RNG Generator]
type = VarRandom
trigger1 = 1
v = 56
range = 0, 1000
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [ADVANCED PHYSICS TRACKING]
; Calculates relative distance, velocity, and predicted positions.
; ---------------------------------------------------------------------------

; --- X Axis Physics (Enhanced) ---

; --- OMNI-ADAPTIVE PHYSICS TRACKER ---

[State 245345, Vel X (Closing Speed)]
type = VarSet
trigger1 = NumEnemy
; Calculates exact speed at which P1 and P2 are narrowing/widening the gap
fvar(5) = (EnemyNear,Vel X * ifelse(EnemyNear,Facing = Facing, -1, 1))
ignorehitpause = 1

[State 245345, RelVel X (Closing Speed)]
type = Null;VarSet
trigger1 = NumEnemy
; Calculates exact speed at which P1 and P2 are narrowing/widening the gap
fvar(5) = (EnemyNear,Vel X * ifelse(EnemyNear,Facing = Facing, -1, 1)) - (Root,Vel X)
ignorehitpause = 1

[State 245345, Vel Y (Vertical Convergence)]
type = VarSet
trigger1 = NumEnemy
fvar(15) = EnemyNear,Vel Y
ignorehitpause = 1

[State 245345, RelVel Y (Vertical Convergence)]
type = Null;VarSet
trigger1 = NumEnemy
fvar(15) = EnemyNear,Vel Y - Root,Vel Y
ignorehitpause = 1

[State 245345, X-Accel (Dampened)]
type = VarSet
trigger1 = NumEnemy
; We use ifelse to prevent "Accel Spikes" during state changes
fvar(4) = ifelse(Root,PrevStateNo != Root,StateNo, 0, fvar(5) - fvar(6))
ignorehitpause = 1

[State 245345, Enemy Gravity Capture]
type = VarSet
trigger1 = NumEnemy
; Capture enemy's internal gravity for the Ultimate Y-Axis prediction
fvar(17) = EnemyNear, const(movement.yaccel)
ignorehitpause = 1

[State 245345, Store Previous Vel]
type = VarSet
trigger1 = NumEnemy
fvar(6) = fvar(5) ; X
ignorehitpause = 1

; --- Y Axis Physics (Enhanced) ---

[State 245345, Store Previous Vel]
type = VarSet
trigger1 = NumEnemy
fvar(16) = fvar(15) ; Y
ignorehitpause = 1

; --- Y-Axis Physics Evolution ---
[State 245345, Y-Accel Tracking (Gravity Delta)]
type = VarSet
trigger1 = NumEnemy
; We compare current RelVelY against the previous frame's RelVelY
; This detects if the opponent is in a custom gravity state or being launched
fvar(14) = fvar(15) - fvar(16)
ignorehitpause = 1

[State 245345, Store Previous Y-Vel]
type = VarSet
trigger1 = NumEnemy
fvar(16) = fvar(15)
ignorehitpause = 1

; --- Distance Amalgamation (Physics Corrected) ---
[State 245345, Absolute Distance X]
type = VarSet
trigger1 = NumEnemy
; Using P2BodyDist instead of Pos calculation ensures the AI accounts for
; character width (collision boxes) rather than just the center point.
fvar(10) = P2BodyDist X
ignorehitpause = 1

[State 245345, Absolute Distance Y]
type = VarSet
trigger1 = NumEnemy
; Ensures Y distance is relative to the floor, not just the root
fvar(11) = P2BodyDist Y
ignorehitpause = 1

; --- Wall Proximity (The "Corner-Lock" Evolution) ---
[State 245345, Root Front Edge Dist]
type = VarSet
trigger1 = 1
; Using FrontEdgeDist is safer than ScreenPos math because it automatically
; accounts for GameWidth and Stage Camera Zoom.
fvar(12) = FrontEdgeDist
ignorehitpause = 1

[State 245345, Enemy Front Edge Dist]
type = VarSet
trigger1 = NumEnemy
; This tells the AI if the opponent is backed against a wall.
; Crucial for the Python generator to switch to "Corner Combo" logic.
fvar(13) = EnemyNear, FrontEdgeDist
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [OMNI-COMBAT LOGIC]
; State recognition and advantage calculation
; ---------------------------------------------------------------------------

[State 245345, Facing Mismatch]
type = VarSet
trigger1 = NumEnemy
var(44) = -(Root,Facing) * (EnemyNear,Facing)
ignorehitpause = 1

[State 245345, Enemy State Config]
type = VarSet
trigger1 = NumEnemy
; 1 = Stand, 2 = Crouch, 3 = Air, 4 = LieDown
var(45) = IfElse(EnemyNear,StateType=S, 1, IfElse(EnemyNear,StateType=C, 2, IfElse(EnemyNear,StateType=A, 3, 4)))
ignorehitpause = 1

[State 245345, Enemy Recovery Type]
type = VarSet
triggerall = NumEnemy
trigger1 = 1
; Returns friction value to predict slide distance
fvar(9) = IfElse(EnemyNear,StateType=C, EnemyNear,Const(movement.crouch.friction), EnemyNear,Const(movement.stand.friction))
ignorehitpause = 1

; ===========================================================================
; AI LOGIC HELPER: STATE MONITORING (BITWISE GATED)
; ===========================================================================

[State 245345, Reset Attack State]
type = VarSet
; Logic: var(50) = var(50) - (is bit 1024 active?) 
; This clears ONLY the 1024 bit without affecting other bits/values.
trigger1 = Root, MoveType != A
v = 50
value = var(50) - (var(50) & 1024)
ignorehitpause = 1

[State 245345, Detect Active Frames]
type = VarSet
; Logic: var(50) = var(50) | 1024
; Sets Bit 1024 to 'True' while preserving all other data in var(50).
trigger1 = Root, MoveType = A
v = 50
value = var(50) | 1024
ignorehitpause = 1

[State 245345, Detect Recovery]
type = VarSet
; Logic: Clears the 1024 bit when in Idle/Recovery (MoveType I)
trigger1 = Root, MoveType = I
v = 50
value = var(50) - (var(50) & 1024)
ignorehitpause = 1

; --- Frame Advantage / Danger Detection ---

[State 245345, Reset Attack State]
type = Null;VarSet
trigger1 = Root,MoveType != A
var(50) = 0 ; Safe
ignorehitpause = 1

[State 245345, Detect Active Frames]
type = Null;VarSet
trigger1 = Root,MoveType = A
var(50) = 1 ; Attacking
ignorehitpause = 1

[State 245345, Detect Recovery]
type = Null;VarSet
trigger1 = Root,MoveType = I
var(50) = 0
ignorehitpause = 1

[State 245345, Enemy Knockdown Timer]
type = VarSet
triggerall = NumEnemy
trigger1 = enemynear, statetype = L
trigger1 = EnemyNear,StateNo = 5120 ; Getting up
var(46) = (EnemyNear,AnimTime) ; Negative value indicating time until stand up
ignorehitpause = 1

[State 245345, Enemy Attack Counter]
type = VarAdd
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
trigger1 = var(47) < 30 ; Cap to prevent overflow
var(47) = 1
ignorehitpause = 1

[State 245345, Reset Attack Counter]
type = VarSet
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType != A
var(47) = 0
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [CONTROL & MODE LOGIC]
; ---------------------------------------------------------------------------

[State 245345, Root Mode Tracker]
type = VarSet
trigger1 = 1
var(55) = (Root,Var(2) / 1000 % 10) ; Extract specific mode digit from common variable
ignorehitpause = 1

[State 245345, Control Advantage]
type = VarSet
triggerall = NumEnemy
trigger1 = 1
; 1 = We have advantage, -1 = Enemy has advantage
var(0) = IfElse(Root,Ctrl && !EnemyNear,Ctrl, 1, IfElse(!Root,Ctrl && EnemyNear,Ctrl, -1, 0))
ignorehitpause = 1

; ---------------------------------------------------------------------------
; Edge/Screen Control Projectile Helpers (Spawned by Main Logic Helper)
; ---------------------------------------------------------------------------
[Statedef 678678]
Type = A
Ctrl = 0
anim = 20218;9999;20218;9999;20218
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 678678, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 678678, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 678678, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 678678, Projectile Spawner]
Type = Projectile
Trigger1 = time=0
Velocity = -10,0
ProjID = 678678
Projanim = 20218;9999;20218;9999;20218
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[State 678678, Stop Moving]
Type = velset
Trigger1 = Root,NumProjID(678678)=0
Trigger1 = time>0
x=0
y=0

[Statedef 4574564353]
Type = A
Ctrl = 0
anim = 20218;9999;20218;9999;20218
Velset = 10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 4574564353, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 4574564353, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 4574564353, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 4574564353, Projectile Spawner]
Type = Projectile
Trigger1 = time=0
Velocity = 10,0
ProjID = 4574564353
Projanim = 20218;9999;20218;9999;20218
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[State 4574564353, Stop Moving]
Type = velset
Trigger1 = Root,NumProjID(4574564353)=0
Trigger1 = time>0
x=0
y=0
