

[Statedef -3]

[State 191, 2]
type = AssertSpecial
trigger1 = StateNo = 1580
flag = Intro

[State -1, AI]
type = changestate
trigger1 = ishelper(9998)
value = 9998

[State -3, AItOZbg]
type = VarSet
triggerall = var(30) != 1
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
trigger52 = 1               ;        Trigger52 = 1ƏĂ镔̍;u;Trigger52 = 1vƂΏ펞AIN~߂邱Ƃł܂B
var(30) = 1

[State -3]
type = Helper
trigger1 = !numhelper(40005)
helpertype = normal
name = "tobidougu"
ID = 40005
stateno = 40005
pos            = 0,0
facing         = 1
pausemovetime  = 2147483647
supermovetime  = 2147483647
persistent     = 0
ignorehitpause = 0
keyctrl        = 0
ownpal         = 0



[State -3]
type = Helper
trigger1 = !numhelper(100000)
helpertype = normal
name = "KorotinAIhelper"
ID = 100000
stateno = 100000
pos =0,0
postype=p1
pausemovetime=999999
supermovetime=999999
persistent = 0
ownpal = 0

[State -3, ai hadou-check helper]
type=changestate
trigger1= ishelper
trigger1= ishelper(100000)
trigger1= stateno !=100000
value=100000























[State -3,]
Type = ChangeState
value = 1320
triggerall = Var(30) >= 1 
TriggerAll = StateType !=A
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X <= 105 && EnemyNear,Time <= 1 || P2BodyDist X >= 55+enemynear,vel x*5 && enemynear,vel x >0 
TriggerAll = P2BodyDist Y >= -70 || P2BodyDist Y <= -40+enemynear,vel y*-5 && enemynear,vel y >0
TriggerAll = Ctrl || StateNo = 100 && Time >=20 || StateNo = 120
triggerall = facing!= enemynear,facing
triggerall = EnemyNear,StateNo != [800,900]
Triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,AP || (EnemyNear,StateNo != [3000,4000]) && EnemyNear,AnimTime <= -10 && P2MoveType = A || (var(36)=[50,70])
Triggerall = var(32)>=3 && Random <= 700 || Random <= 150
Trigger1 = (EnemyNear,StateNo != var(50)) 
Trigger1 = (EnemyNear,StateNo != var(49))
Trigger1 = (EnemyNear,StateNo != var(48)) 
trigger2 = EnemyNear,Ctrl

[State -3,]
Type = ChangeState
value = 1320
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl 
Triggerall = EnemyNear,Time <=var(1)+5
triggerall = facing!= enemynear,facing
triggerall = P2Bodydist X = [-120,100+EnemyNear,vel x*5]
triggerall = P2BodyDist Y >= -100
triggerall = Random <= 600
trigger1 = EnemyNear,StateNo = Helper(100000), var(0)
trigger1 = Helper(100000), var(1) > 5
trigger2 = EnemyNear,StateNo = Helper(100000), var(2)
trigger2 = Helper(100000), var(3) > 5
trigger3 = EnemyNear,StateNo = Helper(100000), var(4)
trigger3 = Helper(100000), var(5) > 5
trigger4 = EnemyNear,StateNo = Helper(100000), var(6)
trigger4 = Helper(100000), var(7) > 5
trigger5 = EnemyNear,StateNo = Helper(100000), var(8)
trigger5 = Helper(100000), var(9) > 5
trigger6 = EnemyNear,StateNo = Helper(100000), var(10)
trigger6 = Helper(100000), var(11) > 5

[State -3,]
Type = ChangeState
value = 200
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl 
Triggerall = EnemyNear,Time <=var(1)+5
triggerall = (P2Bodydist X = [-5,80+EnemyNear,vel x*6]) && (P2Bodydist Y >= -70)
triggerall = Random <= 400
trigger1 = EnemyNear,StateNo = Helper(100000), var(0)
trigger1 = Helper(100000), var(1) > 5
trigger2 = EnemyNear,StateNo = Helper(100000), var(2)
trigger2 = Helper(100000), var(3) > 5
trigger3 = EnemyNear,StateNo = Helper(100000), var(4)
trigger3 = Helper(100000), var(5) > 5
trigger4 = EnemyNear,StateNo = Helper(100000), var(6)
trigger4 = Helper(100000), var(7) > 5
trigger5 = EnemyNear,StateNo = Helper(100000), var(8)
trigger5 = Helper(100000), var(9) > 5
trigger6 = EnemyNear,StateNo = Helper(100000), var(10)
trigger6 = Helper(100000), var(11) > 5

[State -3,]
Type = ChangeState
value = 230
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
Triggerall = EnemyNear,Time <=var(1)+4
triggerall = facing != enemynear, facing
triggerall = (P2Bodydist X = [-5,80+EnemyNear,vel x*6]) && P2Bodydist Y >= -50
triggerall = Random <= 400
trigger1 = EnemyNear,StateNo = Helper(100000), var(0)
trigger1 = Helper(100000), var(1) > 4
trigger2 = EnemyNear,StateNo = Helper(100000), var(2)
trigger2 = Helper(100000), var(3) > 4
trigger3 = EnemyNear,StateNo = Helper(100000), var(4)
trigger3 = Helper(100000), var(5) > 4
trigger4 = EnemyNear,StateNo = Helper(100000), var(6)
trigger4 = Helper(100000), var(7) > 4
trigger5 = EnemyNear,StateNo = Helper(100000), var(8)
trigger5 = Helper(100000), var(9) > 4
trigger6 = EnemyNear,StateNo = Helper(100000), var(10)
trigger6 = Helper(100000), var(11) > 4
trigger7 = Random <= 500
trigger7 = EnemyNear,AnimTime < -4
Trigger7 = (PrevStateNo=[5000,5270])
trigger8 = Random <= 500
trigger8 = EnemyNear,AnimTime < -4
Trigger8 = (PrevStateNo=[120,159])

[State -3,]
Type = ChangeState
value = 415
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
Triggerall = EnemyNear,Time <=var(1)+11
triggerall = facing != enemynear, facing
triggerall = (P2Bodydist X = [-5,80+EnemyNear,vel x*6]) && P2Bodydist Y >= -80
Triggerall = Random <= 500
trigger1 = EnemyNear,StateNo = Helper(100000), var(0)
trigger1 = Helper(100000), var(1) > 11
trigger2 = EnemyNear,StateNo = Helper(100000), var(2)
trigger2 = Helper(100000), var(3) > 11
trigger3 = EnemyNear,StateNo = Helper(100000), var(4)
trigger3 = Helper(100000), var(5) > 11
trigger4 = EnemyNear,StateNo = Helper(100000), var(6)
trigger4 = Helper(100000), var(7) > 11
trigger5 = EnemyNear,StateNo = Helper(100000), var(8)
trigger5 = Helper(100000), var(9) > 11
trigger6 = EnemyNear,StateNo = Helper(100000), var(10)
trigger6 = Helper(100000), var(11) > 11
trigger7 = Random <= 500
trigger7 = EnemyNear,AnimTime < -11
Trigger7 = (PrevStateNo=[5000,5270])
trigger8 = Random <= 500
trigger8 = EnemyNear,AnimTime < -11
Trigger8 = (PrevStateNo=[120,159])

[State -3,]
Type = ChangeState
value = 430
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
Triggerall = EnemyNear,Time <=var(1)+6
triggerall = facing != enemynear, facing
triggerall = (P2Bodydist X = [-5,80+EnemyNear,vel x*6]) && P2Bodydist Y >= -40
Triggerall = Random <= 500
trigger1 = EnemyNear,StateNo = Helper(100000), var(0)
trigger1 = Helper(100000), var(1) > 6
trigger2 = EnemyNear,StateNo = Helper(100000), var(2)
trigger2 = Helper(100000), var(3) > 6
trigger3 = EnemyNear,StateNo = Helper(100000), var(4)
trigger3 = Helper(100000), var(5) > 6
trigger4 = EnemyNear,StateNo = Helper(100000), var(6)
trigger4 = Helper(100000), var(7) > 6
trigger5 = EnemyNear,StateNo = Helper(100000), var(8)
trigger5 = Helper(100000), var(9) > 6
trigger6 = EnemyNear,StateNo = Helper(100000), var(10)
trigger6 = Helper(100000), var(11) > 6
trigger7 = Random <= 500
trigger7 = EnemyNear,AnimTime < -6
Trigger7 = (PrevStateNo=[5000,5270])
trigger8 = Random <= 500
trigger8 = EnemyNear,AnimTime < -6
Trigger8 = (PrevStateNo=[120,159])

[State -3,]
Type = ChangeState
Value = 1120
TriggerAll = Var(30) >= 1
triggerall = var(32) =1 || Life <=700
TriggerAll = StateType!=A
TriggerAll = RoundState=2
TriggerAll = P2Dist X=[-5,80+Enemynear,vel X*4]
TriggerAll = P2BodyDist Y >=-100
TriggerAll = Ctrl || StateNo = 100
TriggerAll = EnemyNear,MoveType=A && inguarddist
triggerall = EnemyNear,HitDefAttr != SCA, NT, ST, HT
Triggerall = EnemyNear,HitDefAttr != SCA, HA
triggerall = facing != enemynear, facing
Triggerall = !var(36)
triggerall = !EnemyNear,Ctrl
TriggerAll = EnemyNear,AnimTime<=-6 && EnemyNear,Time = 1
Trigger1 = Random <= 300
Trigger2 = (PrevStateNo=[5000,5270])
Trigger2 = Random <= 500
Trigger3 = (PrevStateNo=[120,159])
Trigger3 = Random <= 600

[State -3,]
Type = ChangeState
value = 2315
triggerall = var(30) >= 1 
TriggerAll = StateType!=A
TriggerAll = RoundState=2
TriggerAll = Ctrl
TriggerAll = !EnemyNear,Ctrl
TriggerAll = EnemyNear,AnimTime<=-21
TriggerAll = P2BodyDist Y >= -50
Triggerall = var(36)>0
Triggerall = fvar(0)!=0
TriggerAll = NumHelper(40005)
trigger1 = p2bodydist X = [50,190]
Trigger1 = P2BodyDist Y >= -90 + EnemyNear,Vel Y*-7
Trigger1 = var(36) >= fvar(0)*7
trigger1 = Random <= 150

[State -3,]
Type = ChangeState
value = 3000
triggerall= Var(30) >= 1 
TriggerAll= StateType!=A
TriggerAll= RoundState=2
TriggerAll= Ctrl
TriggerAll= EnemyNear,MoveType=A
TriggerAll= EnemyNear,AnimTime<=-45 && !EnemyNear,Ctrl
TriggerAll= P2BodyDist X >= 100
TriggerAll = !var(36)
trigger1  = Power >=1000 && Random <=(Power/70)

[State -3,]
Type = ChangeState
value = 3400
triggerall = var(30) >= 1 
TriggerAll = StateType!=A
TriggerAll = RoundState=2
TriggerAll = Ctrl || StateNo = 100 && Time >= 30
TriggerAll = EnemyNear,MoveType=A
TriggerAll = EnemyNear,AnimTime<=-22
TriggerAll = P2BodyDist X=[-15,300]
TriggerAll = (p2bodydist y = [-20,20]) || EnemyNear,StateType != A
Triggerall = EnemyNear, Vel Y >= 0
triggerall = Power >=1000
Triggerall = EnemyNear,StateNo != var(34) && EnemyNear,StateNo != var(35)
triggerall = Life <=300 || EnemyNear,Time >= 20 || (PrevStateNo = [120,155]) || (PrevStateNo = [5000,6000]) || !Time
trigger1 = (Random <=(Power/100)  + ((LifeMax - Life)*.025) + (var(52)*50)|| EnemyNear,facing = facing && Random <=(Power/7))
trigger1 = inguarddist
trigger1 = Life <=300 || EnemyNear,Time >= 30
trigger2 = p2bodydist X = [20,300]
Trigger2 = var(36)>0
trigger2 = Random <= (Power/30)+P2BodyDist X /10 || Power >= 3000 && Random <= 100+P2BodyDist X /5
Trigger3 = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159])
trigger3 = Random <= (Power/60) + ((LifeMax - Life)*.05)

[State -3,]
Type = ChangeState
value = 3300
triggerall = var(30) >= 1 
TriggerAll = StateType=A
TriggerAll = RoundState=2
TriggerAll = Ctrl
TriggerAll = EnemyNear,MoveType=A || !EnemyNear,Ctrl && P2StateType = A
TriggerAll = EnemyNear,AnimTime<=-2
TriggerAll = P2BodyDist X=[-5,100]
TriggerAll = (EnemyNear,Vel Y *-13 <= EnemyNear,Pos Y) && EnemyNear,Vel Y>=0 || P2StateType = S || P2StateType = A && EnemyNear,Vel Y <=0
triggerall = Power >=1000
triggerall = Life <=400 || EnemyNear,Time >= 15  || (PrevStateNo = [120,155]) || (PrevStateNo = [5000,6000]) || !Time
Trigger1 = !var(36) || var(36) <-30 && fvar(0)>0
Trigger1 = Random <= 50
Trigger1 = (p2bodydist y = [-70,40])

[State -3,]
Type = ChangeState
value = 230
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
triggerall = facing != enemynear, facing
triggerall = (P2Bodydist X = [-5,80]) && P2Bodydist Y >= -50
TriggerAll = EnemyNear,HitDefAttr != SCA, NA, SA, HA
TriggerAll = !inguarddist
trigger1 = Random <= 300
trigger1 = EnemyNear,AnimTime < -4
Trigger1 = (PrevStateNo=[5000,5270])
trigger2 = Random <= 300
trigger2 = EnemyNear,AnimTime < -4
Trigger2 = (PrevStateNo=[120,159])

[State -3,
]
Type = ChangeState
value = 200
triggerall = var(32) = 1 || Life <=300
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
triggerall = facing != enemynear, facing
triggerall = (P2Bodydist X = [-5,80]) && P2Bodydist Y >= -50
TriggerAll = EnemyNear,HitDefAttr != SCA, NA, SA, HA
TriggerAll = !inguarddist
trigger1 = Random <= 300
trigger1 = EnemyNear,AnimTime < -5
Trigger1 = (PrevStateNo=[5000,5270])
trigger2 = Random <= 300
trigger2 = EnemyNear,AnimTime < -5
Trigger2 = (PrevStateNo=[120,159])

[State -3,]
Type     = ChangeState
Value    = 3400
TriggerAll=var(30)>0
TriggerAll=StateType!=A
TriggerAll = inguarddist || (P2BodyDist X = [-5,100]) 
TriggerAll=Ctrl
triggerall= Life >0 
Triggerall = Power >=1000 && Random <=70
Trigger1 = EnemyNear,HitDefAttr=SCA,HT

[State -3,]
Type     = ChangeState
Value = 41
TriggerAll = var(30)>0
triggerall = RoundState = 2
TriggerAll = StateType!=A
TriggerAll = inguarddist || (P2BodyDist X = [-5,50])
TriggerAll= Ctrl||StateNo  = 100
triggerall= Life >0
Trigger1 = EnemyNear,HitDefAttr=SCA, NT, ST, HT

[State -1, roll forward evade cornertrap]
type = changestate
value = 61
triggerall = var(32) >= 1
triggerall = RoundState = 2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl && stateno != 100
triggerall = facing != enemynear, facing
Trigger1   = !var(36)
Trigger1   = EnemyNear,MoveType = A
trigger1   = Random <= 450 && (p2bodydist X = [-5,80]) || Random <= 100 && (p2bodydist X = [80,100]) 
trigger1   = EnemyNear,AnimTime <= -33 && !EnemyNear,Ctrl 
Trigger2   = var(36)
trigger2   = (var(36)=[12,15+fvar(0)*2]) && fvar(0)>0
Trigger2   = Random <= 200 + (1000- Life)/8
trigger2   = p2bodydist X >= 150+EnemyNear,Vel X*4 || EnemyNear,AnimTime <= -33 && !EnemyNear,Ctrl

[State -3,]
Type     = ChangeState
Value = 60
triggerall = var(32) >= 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
TriggerAll=StateType != A
TriggerAll=Ctrl && StateNo != 100
triggerall=!var(36)
TriggerAll=(EnemyNear,StateNo=[200,699])||EnemyNear,HitDefAttr=SCA,AT
TriggerAll=P2BodyDist X=[50,90]
TriggerAll=EnemyNear,vel x<2
TriggerAll=EnemyNear,MoveType=A
TriggerAll=BackEdgeBodyDist >= 50
TriggerAll=Random<= 300
TriggerAll=!Time
Trigger1 = Random<= 400
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,]
Type     = ChangeState
Value = 105
triggerall = var(32) >= 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
TriggerAll=StateType != A
TriggerAll=Ctrl && StateNo != 100
triggerall=!var(36)
TriggerAll=(EnemyNear,StateNo=[200,699])||EnemyNear,HitDefAttr=SCA,AT
TriggerAll=P2BodyDist X=[-5,90]
TriggerAll=EnemyNear,vel x<2
TriggerAll=EnemyNear,MoveType=A
TriggerAll=BackEdgeBodyDist >= 50
TriggerAll=Random<= 300
TriggerAll=!Time
Trigger1 = Random<= 400
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,]
Type = ChangeState
Value = 100
TriggerAll=var(30) >= 1
triggealll=RoundState=2
TriggerAll=StateType != A
triggerall = Ctrl
triggerall = StateNo !=100 && PrevStateNo != 100
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType=H
trigger1 = PrevStateNo = 400
trigger1 = EnemyNear,GetHitVar(HitTime)+EnemyNear,GetHitVar(HitShakeTime) >=4;+(P2BodyDist X+EnemyNear,Vel X)/7

[State -3,]
Type = ChangeState
Value = 200
TriggerAll=var(30) >= 1
triggealll=RoundState=2
TriggerAll=StateType != A
triggerall = StateNo = 100 || Ctrl
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType=H
trigger1 = EnemyNear,GetHitVar(HitTime)+EnemyNear,GetHitVar(HitShakeTime) >=4
trigger1 = P2BodyDist X <= 89 +EnemyNear,Vel X +Vel X

[State -3,]
Type = ChangeState
Value = 130
TriggerAll=var(30) >= 1
triggealll=RoundState=2
TriggerAll=StateType != A
Triggerall= Ctrl || StateNo = 100 || StateNo = 22 ||StateNo = 23 ;|| StateType = C && (PrevStateNo=[120,155]) ||
Trigger1 = inguarddist
Trigger1 = EnemyNear,StateNo = helper(100000),var(12) && helper(100000),var(12) >0
Trigger2 = inguarddist
Trigger2 = EnemyNear,StateNo = helper(100000),var(13) && helper(100000),var(13) >0
Trigger3 = inguarddist
Trigger3 = EnemyNear,StateNo = helper(100000),var(14) && helper(100000),var(14) >0
Trigger4 = inguarddist
Trigger4 = EnemyNear,StateNo = helper(100000),var(15) && helper(100000),var(15) >0

Trigger5 = P2Dist X <= 0
Trigger5 = !inguarddist
trigger5 = helper(100000),inguarddist
trigger5 = Random <= 500 
trigger5 = EnemyNear,HitDefAttr = SCA, NA, SA, HA

[State -3,]
Type = ChangeState
Value = 120
TriggerAll = var(30) >= 1
triggealll = RoundState=2
TriggerAll = StateNo!=[120,155]
Triggerall = Ctrl || StateNo = 100 || StateNo = 22 ||StateNo = 23 || StateNo = 20
Trigger1 = inguarddist
trigger1 = EnemyNear,HitDefAttr = SCA, NA, SA, HA || (var(36)=[-50,50+Vel X+fvar(0)*2]) || EnemyNear,Time >=20 || enemynear,HitDefAttr = SAC, AP, NP, SP, HP
trigger2 = P2BodyDist X = [-50,50]
trigger2 = facing = enemynear, facing
Trigger2 = P2MoveType = A
trigger2 = EnemyNear,HitDefAttr = SCA, NA, SA, HA




;===============================߂1Q[WnR{================================
[State -1,]
type = ChangeState
value = 3300
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000 && P2Movetype = H
triggerall = var(58) = 3
Trigger1 = StateNo = 3121
trigger1 = vel y > 0
trigger1 = pos y >= 25
Trigger1 = HitCount >10
[State -1]
type = ChangeState
value = 1120
triggerall = Var(30) >= 1
triggerall = roundstate = 2
TriggerAll = P2StateType != L
;Trigger1 = PrevStateNo = 3004 && StateType != A
;Trigger1 = Time = 1
;Trigger1 = EnemyNear,BackEdgeBodyDist >= 20 && EnemyNear,FrontEdgeBodyDist >= 20 || EnemyNear,facing != facing
Trigger1 = StateNo = 210
Trigger1 = MoveHit
Trigger1 = PrevStateNo = 10

[State -1]
type = ChangeState
value = 0
Ctrl = 1
triggerall = Var(30) >= 1
triggerall = roundstate > 2
Trigger1 = StateNo = 11 && !Ctrl

[State -1,]
type = ChangeState
value = 210
triggerall = Var(30) >= 1
triggerall = roundstate = 2
Trigger1 = StateNo = 10 && StateType != A
Trigger1 = Ctrl = 0
Trigger1 = Time=5
Trigger1 = StateNo != 1100
Trigger1 = EnemyNear,BackEdgeBodyDist <= 20 || EnemyNear,FrontEdgeBodyDist <= 20
Trigger1 = EnemyNear,facing = facing

[State -1,1Q[Wnf]
type = null;ChangeState
value = 3100
Trigger1 = StateNo = 3409
Trigger1 = !P2BodyDist Y
Trigger1 = var(58):= 3
Trigger1 = Power >= 2000

[State -1]
type = ChangeState
value = 3100
triggerall = Var(30) >= 1
Triggerall = NumTarget

triggerall = roundstate = 2 && power >= 2000 && P2Movetype = H
trigger1 = stateno = 3430 && time >= 49
Trigger1 = P2BodyDist X >= -100
Trigger1 = var(58)=3

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



[State -1,]
type = changestate
value = IfElse(random<600,61,105)
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = backedgedist >= 50
triggerall = movehit = 0 && animtime = 0
trigger1 = stateno = 430 && (EnemyNear,StateType = L|| Random <=600)
trigger2 = stateno = 450 || StateNo = 200
Trigger2 = Random <= 300
trigger2 = facing != enemynear, facing


[State -1,]
type = ChangeState
value = 20
Ctrl = 1
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = StateNo = 23
Trigger1 = Time >= 45


[State -1,]
type = ChangeState
value = 430
triggerall = Var(30) >= 1
triggerall = !var(38)
triggerall = roundstate = 2
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = p2dist X = [0,95]
triggerall = Ctrl && P2StateType = L && P2StateNo != 5120
triggerall = PrevStateNo != 430
Trigger1 =  Random <= 600 || Power >=3000 || EnemyNear,Life <= 150 && Power >= 1000  || EnemyNear,Life <= 5


[State -1,]
type = ChangeState
value = IfElse(random<200,61,105)
triggerall = Var(30) >= 1
triggerall = !var(38)
triggerall = roundstate = 2
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = p2bodydist X = [-5,95]
triggerall = Ctrl && P2StateType = L
triggerall = backedgedist >= 50
trigger1 = Random <= 350
trigger2 = StateNo = 430 && AnimTime = 0 && MoveHit > 0


[State -1,]
type = ChangeState
value = 415
triggerall = Var(30) >= 1
triggerall = var(38) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2bodyDist X <= 65
trigger1 = EnemyNear,StateNo != [5000,5001]
trigger1 = StateNo = 430 && AnimElemNo(0) >= 4 && MoveHit >0

[State -1, CHARGE]
type = ChangeState
value = 1400
triggerall = RoundState=2 
triggerall = Var(30) >= 1
triggerall = statetype = S
triggerall = ctrl && var(40) > 30 && stateno != 1400
triggerall = P2movetype != A 
TriggerAll = !NumHelper(777)
triggerall = var(23) <= 0
Triggerall = P2StateType = L || P2Movetype = I
Triggerall = Random <=300 ;|| Power>=3000
trigger1 = EnemyNear,vel X <= 0
trigger1 = P2bodyDist X >= 170 

[State -1,]
type = ChangeState
value = 9996
triggerall = RoundState=2 
triggerall = Var(30) >= 1
triggerall = statetype != A
triggerall = ctrl = 1
TriggerAll = !NumHelper(777)
triggerall = power >= 3000 && life >= 600
triggerall = RoundsExisted = EnemyNear,RoundsExisted || RoundsExisted > EnemyNear,RoundsExisted
trigger1 = p2life <= 300
trigger1 = !var(55)
trigger2 = var(55) > 300
trigger2 = EnemyNear,Life < (var(55)*0.3)

[State -3,]
type = ChangeState
value = 1100
triggerall = Var(30) >= 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType != H
Triggerall = !inguarddist
Triggerall = Random <= 800
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-100,0]
triggerall = Ctrl || StateNo = 100
TriggerAll = EnemyNear,AnimTime <= -6
triggerAll = EnemyNear,MoveType = I
triggerall = EnemyNear,StateNo != [5000,6000]
Trigger1 = EnemyNear,StateType = A
Trigger1 = !EnemyNear,Ctrl



[State -1,]
type = ChangeState
value = 61
triggerall = Var(30) >= 1
triggerall = statetype != A
trigger1 = RoundState=2 
trigger1 = stateno = 9996 && p2dist X < 0 && !var(55)
trigger1 = power >= 3000 && life >= 600 && p2life <= 300
trigger2 = RoundState=2 
trigger2 = stateno = 9996 && p2dist X < 0
trigger2 = var(55)>0 && p2dist X < 0
trigger2 = power >= 3000 && life >= 600
trigger2 = EnemyNear,Life < (var(55)*0.3) 
trigger3 = RoundState!=2 
trigger3 = stateno = 9996
[State -1, flashstep from far]
type = changestate
value = 2315
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = var(41) >= 3
triggerall = statetype != A
triggerall = ctrl && p2movetype = A
trigger1 = p2dist X = [200,250] 
[State -1, jump back sunblast evade cornertrap]
type = null;changestate
value = 1210
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = var(41) >= 3
triggerall = statetype = A
triggerall = ctrl && p2movetype = A
trigger1 = pos Y < -70 && vel X = 0
trigger1 = p2dist X = [250,450] 
[State -1, Stand Kick Throw]
type = ChangeState
value = 800
triggerall = RoundState=2 
triggerall = Var(30) >= 1
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2statetype = S || p2statetype = C 
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType != H
triggerall = facing != enemynear, facing
;TriggerAll = !inguarddist
triggerall = EnemyNear,StateNo != [5000,6000]
triggerall = EnemyNear,StateNo != [35,60]
Triggerall = EnemyNear,PrevStateNo != 5120
trigger1 = P2BodyDist X = [-5,15]
trigger1 = P2StateType != A
;trigger1 = (random <= 100) || (life <= 300 && random <= 800)
trigger1 = Random <= 500
[State -1, Stand Kick Throw]
type = ChangeState
value = 900
triggerall = RoundState=2 
triggerall = Var(30) >= 1
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2statetype = S || p2statetype = C 
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType != H
triggerall = facing != enemynear, facing
TriggerAll = !inguarddist
triggerall = EnemyNear,StateNo != [5000,6000]
triggerall = EnemyNear,StateNo != [35,60]
Triggerall = EnemyNear,PrevStateNo != 5120
trigger1 = P2BodyDist X = [-5,20]
trigger1 = P2StateType != A
;trigger1 = (random <= 100) || (life <= 300 && random <= 800)
trigger1 = Random >= 500
[State -1, roll]
type = changestate
value = 60
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = BackEdgeBodyDist >= 50
trigger1 = stateno = 800 && animtime = 0
trigger2 = stateno = 900 && animtime = 0
[State -1,]
type = ChangeState
value = 42
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = Statetype != A
TriggerAll = !inguarddist
Triggerall = time <= 3
Trigger1 = prevStateNo = 3017 && Anim = 5
Trigger1 = Random <= 100
[State -1,]
type = ChangeState
value = 105
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = Statetype != A
TriggerAll = !inguarddist
Triggerall = Time <= 3
Trigger1 = prevStateNo = 3017 && Anim = 5
Trigger1 = Random <= 100


;============================================================================================
;============================================================================================
;=====================================J[h΍􁕍EƂ===============================
;============================================================================================
;============================================================================================
[State -1,]
type = ChangeState
value = 105
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = Statetype != A
TriggerAll = !inguarddist
Triggerall = P2BodyDist X >= -33 && P2Statetype != A
TriggerAll = BackEdgeBodyDist >= 50
trigger1 = (P2StateNo = [120,160]) && PrevStateNo= 610
Trigger1 = StateNo = 52 
trigger1 = Random <= 100
Trigger2 = StateNo = 200 || StateNo = 410
Trigger2 = MoveGuarded >0 && AnimTime = 0
Trigger2 = Random <= 50



[State -1,]
type = ChangeState
value = 23
Ctrl = 0
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = Statetype != A
TriggerAll = !inguarddist
Triggerall = P2BodyDist X >= -5 && P2Statetype != A
trigger1 = (EnemyNear,StateNo = [120,160]) && PrevStateNo= 610
Trigger1 = StateNo = 52 
trigger1 = Random <= 600
Trigger2 = (StateNo = [200,211]) || StateNo = 230 || StateNo = 410
Trigger2 = MoveGuarded >0 && AnimTime = 0
Trigger2 = Random <= 100


[State -1,]
type = changestate
value = 1320
triggerall = var(32) = [1,2]
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = facing != enemynear, facing
triggerall = P2Dist Y < 100
Triggerall = MoveGuarded = 4
triggerall = stateno != 252
trigger1 = EnemyNear,StateType = C && random <= 150 || Random <= 100
trigger1 = (stateno = [230,237]) || StateNo = 430 

[State -1,]
type = changestate
value = 61
triggerall = var(32) = [1,2]
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = facing != enemynear, facing
triggerall = EnemyNear,BackEdgeBodyDist > 0
triggerall = P2Dist Y < 100
Triggerall = animtime = 0 && MoveGuarded > 0
trigger1 = EnemyNear,StateType = C && random <= 50 || Random <= 100
trigger1 = (stateno = [230,237]) || stateno = 200 || StateNo = 430 || StateNo = 400 || stateno = 52 && PrevStateNo = 610 && P2StateNo <= 160
trigger2 = (StateNo = [205,211]) 

[State -1,]
type = changestate
value = 1020
triggerall = var(32) >= 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = stateno != 252 && StateNo < 3000
trigger1 = hitdefattr = C, NA || hitdefattr = S, NA
Trigger1 = MoveGuarded = 1
trigger1 = Random <= 50
trigger2 = StateNo = 2300 && Random <= 300
trigger2 = MoveGuarded = 4
trigger3 = (EnemyNear,StateNo = [120,160]) && PrevStateNo= 610
Trigger3 = StateNo = 52 
trigger3 = Random <= 70
trigger4 = StateNo = 2315 && MoveGuarded = 4
Trigger4 = Random <= 150

[State -1,]
type = ChangeState
value = 430
triggerall = Var(30) >= 1
triggerall = roundstate = 2
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = EnemyNear,Statetype != L
TriggerAll = StateNo!=[120,155]
triggerall = stateno = 52 && PrevStateNo = 610
triggerall = p2dist X = [-70,75]
triggerall = p2Statetype != A
trigger1 = p2stateno != 5120 && P2MoveType = H
trigger2 = P2StateType = S
trigger2 = P2StateNo <= 160 && Random <= 600

[State -1,]
type = ChangeState
value = IfElse(random<600,200,230)
triggerall = Var(30) >= 1
triggerall = roundstate = 2
triggerall = statetype != A
TriggerAll = !inguarddist
Trigger1 = !NumHelper(777)
trigger1 = (Prevstateno = 2315 || PrevStateNo = 2325) && movehit && Ctrl;&& Time = 44
trigger1 = P2Dist X <= 100
trigger2 = stateno = 52 && (PrevStateNo = 610 || PrevStateNo = 640) ;p`ƋLbN
trigger2 = EnemyNear,stateno = [5000,5001]
trigger2 = p2dist X = [-70,75]
trigger2 = p2Statetype != A

[State -1,]
type = changestate
value = 1020
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = var(58) = [0,1]
triggerall = stateno != 252
triggerall = EnemyNear,HitDefAttr != SCA,AT
triggerall = EnemyNear,BackEdgeBodyDist <= 30 || EnemyNear,FrontEdgeBodyDist <= 30
trigger1 = p2statetype != A
Trigger1 = NumHelper(777) >= 1
Trigger1 = StateNo = 2300 && movecontact = 1
trigger2 = Ctrl && !inguarddist
trigger2 = p2statetype != A && P2StateType != L && P2Movetype != H
trigger2 = Random <=150

[State -1,]
type = ChangeState
value = 2300
triggerall = Var(30) >= 1 
triggerall = var(32) >= 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
Trigger1 = NumHelper(777)
Trigger1 = Helper(777),StateNo = 4000
Trigger1 = EnemyNear,GetHitVar(HitTime)+EnemyNear,GetHitVar(HitShakeTime) >=21
trigger1 = stateno = 211  && AnimElemNo(0) >= 10 && (MoveGuarded>0 && Random <=500 || movehit >0)
Trigger2 = NumHelper(777)
Trigger2 = Helper(777),StateNo = 4010; && Helper(777),var(20) >10
trigger2 = Helper(777),rootdist x >-45 
trigger2 = Helper(777),rootdist y <100 
Trigger2 = EnemyNear,GetHitVar(HitTime)+EnemyNear,GetHitVar(HitShakeTime) >=21
trigger2 = stateno = 211  && AnimElemNo(0) >= 10 && (MoveGuarded>0 && Random <=500 || movehit >0)
trigger3 = StateNo = 810 && AnimTime = 0 && P2Movetype = H && (Power >=3000 && Random <= 450|| Random <= 200)

[State -1,]
type = ChangeState
value = 1100
Triggerall = NumHelper(777) = 1
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = statetype != A && p2movetype =H 
TriggerAll = !inguarddist
trigger1 = stateno = 211  && AnimElemNo(0) >= 10 && movehit >13

[State -3,]
type = ChangeState
value = 3300
triggerall = var(30)>0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = P2StateType != A
triggerall = EnemyNear,StateType != L 
TriggerAll = StateNo!=[121,155]
Triggerall = Power >= 1000
triggerall   = P2Life <= 110*(EnemyNear,Const(data.defence)/100)
trigger1   = Ctrl && (EnemyNear,MoveType!=H || P2stateno = [120,159] )
trigger1   = P2bodydist X = [-5,50]
trigger1   = P2BodyDist Y = [-50,50]
trigger1   = (P2stateno = [120,159]) && Random <= 350 || Random <= 200
Trigger2   = StateNo = 610
Trigger2   = MoveGuarded = 1
Trigger2   = P2StateType != A || (P2BodyDist Y = [-50+EnemyNear,Const(size.mid.pos.y),30+EnemyNear,Const(size.head.pos.y)*-1])
Trigger2   = Random <= 300

[State -3,]
type = ChangeState
value = 3100
triggerall = var(30)>0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = EnemyNear,StateType != L 
TriggerAll = StateNo!=[121,155]
triggerall = Ctrl || (StateNo = [200,211]) && MoveGuarded = 1
triggerall = (EnemyNear,MoveType!=H || P2stateno = [120,159] )
Triggerall = Power >= 1000
trigger1   = P2bodydist X = [-5,50]
trigger1   = P2BodyDist Y = [-50,50]
trigger1   = P2Life <= 60*(EnemyNear,Const(data.defence)/100)
trigger1   = (P2stateno = [120,159]) && Random <= 350 || Random <= 200

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

[State -3,]
type = ChangeState
value = 430
triggerall = var(30)>0
triggerall = var(32) <= 2 
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = EnemyNear,StateType != L 
;Triggerall = !inguarddist
TriggerAll = StateNo!=[120,155]
triggerall = Ctrl && (EnemyNear,MoveType!=H || EnemyNear,stateno = [120,159] )|| StateNo = 52 && PrevStateNo = 610 && EnemyNear,MoveType = H
trigger1   = P2bodydist X = [-5,70+enemynear,vel x*3]
trigger1   = P2BodyDist Y = 0
trigger1   = random <=100 || P2StateType = S && Random <= 600 || EnemyNear,MoveType = H

[State -3,LbN]
type = ChangeState
value = 230
triggerall = var(30)>0
triggerall = var(32) = 1 
triggerall = RoundState = 2
triggerall = StateType != A && EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType!=H
Triggerall = !inguarddist || !var(36)
TriggerAll = StateNo!=[120,155]
triggerall = Ctrl || StateNo = 100
triggerall = P2bodydist X = [-5,80+enemynear,vel x*3 + vel x*2]
triggerall = P2BodyDist Y >= -65
trigger1   = anim = 5 && animtime = 0 && Random <= 500|| (PrevStateNo = [120,160]) || EnemyNear,facing = facing && Random <= 600|| StateNo = 100 && Random <= 400|| random <=300

[State -3,p`]
type = ChangeState
value = 200
triggerall = var(30)>0
triggerall = var(32) = 1 || Life <= 500
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType!=H
Triggerall = !inguarddist || !var(36)
TriggerAll = StateNo!=[120,155]
triggerall = Ctrl || StateNo = 100
trigger1   = P2dist X = [0,100+enemynear,vel x*3 + vel x*2]
trigger1   = P2BodyDist Y >= -65
trigger1   = anim = 5 && animtime = 0 || EnemyNear,facing = facing || EnemyNear,MoveType != I || StateNo = 100 || random <= 400

[State -3,TuXg]
type = ChangeState
value = 1210
triggerall = var(30)>0
triggerall = var(11)<2
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType!=H
triggerall = facing != enemynear, facing
Triggerall = !inguarddist
TriggerAll = StateNo!=[120,155]
Triggerall = vel y <0 || Pos y <= -50 
Triggerall = Ctrl 
trigger1 = P2bodyDist Y =[-50,50]
trigger1 = P2BodyDist X <= 70
Trigger1 = Random <= 100 && BackEdgeBodyDist <= 20
trigger2 = StateNo = 5210 && Ctrl && Random <= 100
Trigger2 = P2BodyDist X <= 150

[State -3, 󒆋p`]
type = changestate
value = 610
triggerall = var(30) >0
triggerall = roundstate = 2
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType!=H
triggerall = statetype = A 
triggerall = vel Y >= 0 && Pos Y <= -40
triggerall = p2dist X = [0,80]
triggerall = p2dist y = [-50,80]
triggerall = !inguarddist
triggerall = ctrl && stateno != 1023 && stateno != 1013 && stateno != 1003
trigger1 = random <= 100 

[State -1]
type = ChangeState
value = 3100
triggerall = Var(30) >= 1
triggerall = roundstate = 2
triggerall = random <= 500
Triggerall = !NumHelper(777) 
TriggerAll = Power >=1000
Triggerall = EnemyNear,MoveType = H
triggerall = stateno = 2315 && Time = 23 && MoveHit >0
Triggerall = p2bodydist X < 100
Triggerall = enemynear,backedgedist > 30 && enemynear,frontedgedist >=30
Trigger1 = Power >= 3000 && Random <= 150
Trigger2 = EnemyNear,Life <= 150 && Random <= 100
[State -1]
type = ChangeState
value = 3400
triggerall = Var(30) >= 1
triggerall = roundstate = 2
TriggerAll = !NumHelper(777)
TriggerAll = Power >=1000
Triggerall = P2StateNo >= 160
Triggerall = EnemyNear,MoveType = H
trigger1 = stateno = 2315 && movehit  && time = 23 && power >= 3000 && (FrontEdgeBodyDist >=30 || Life>=500 && Random <=150)
trigger2 = stateno = 2315 && movehit  && time = 23 && power >= 1000 && p2life < 250
Trigger3 = StateNo = 3004 && Prevstateno = 3121 && animTime = 0;&& time = 1 && movehit = 1 && power >= 1000 
Trigger4 = STateNo = 251 && animTime = 0 && (Power >= 3000 && Random <= 100|| Random <= Power/50 )
trigger5 = stateno = 1004 && AnimTime = 0 && PrevStateNo = 1101
Trigger5 = Random <= 250 && Power >=3000 || Random <= (Power/70) 
trigger6 = StateNo = 2325 && movehit  && time = 26 && (power >= 2000 || power >=1000 && Random <=250)
Trigger7 = StateNo = 2310 && movehit  && time = 26 && (power >= 3000 || power >=1000 && (Random <=100 || P2Life <=200))

[State -1]
type = ChangeState
value = 3300
triggerall = Var(30) >= 1
triggerall = roundstate = 2
TriggerAll = Power >=1000
TriggerAll = !NumHelper(777)
TriggerAll = Power >=1000
Triggerall = EnemyNear,MoveType = H
trigger1 = stateno = 1221 && movehit  && time = 25 && power >= 3000
trigger2 = stateno = 1221 && movehit  && time = 25 && power >= 1000 && p2life < 250 
trigger3 = stateno = 646 && (p2dist X = [0,80]) && (p2dist Y = [-110,70]) && time = 9 && p2life < 100
Trigger4 = StateNo = 252 && (animelemno(0) = 24);44
Trigger4 = Power >=3000 || P2Life < 150&&Power >=1000
Trigger5 = Power>=1000 && P2Life < 150 && var(11) =1 ;|| Power >=1000 && var(11) >= 2 
Trigger5 = var(58)>0 
trigger5 = stateno = 1201 && movehit  && time = 25 
Trigger6 = StateNo = 610 && PrevStateNo = 1332 && Power >=1000 && MoveHit >0
Trigger7 = StateNo = 610 && MoveHit >0 && (Power >=3000 || P2Life <150 && Power >=1000 || Power >=1000 && var(10) = 3) 
Trigger7 = var(10) = 3 || var(58)>0 || var(32) >= 3
Trigger8 = StateNo = 1121 && MoveHit>0 && Time = 28 || stateno = 1201 && movehit  && time = 20 && var(52)>=2
Trigger8 = var(52)>=2 && Power >= 3000 || P2Life <=70 && Power >= 1000

[State -1, Attack chain after counter]
type = changestate
value = 3300
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2statetype != A
trigger1 = P2BodyDist Y >60
trigger1 = EnemyNear,MoveType = A
trigger1 = stateno = 1322 && ctrl

[State -1, jump null]
type = ChangeState
value = 0
Ctrl = 1
triggerall = var(32) = 1 || NumHelper(777) = 1|| var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) = 1
triggerall = statetype != A
trigger1 = stateno = 40
Trigger2 = StateNo = 100 && Time >= 30
Trigger2 = P2BodyDist X <= -200 || FrontEdgeBodyDist <= 20

[State -1, run in]
type = changestate
value = 100
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = !inguarddist
Triggerall = P2StateType != L
TriggerAll = StateNo!=[120,155]
Triggerall = StateNo != 100
Triggerall = PrevStateNo != 100
Triggerall = PrevStateNo != [10,19]
trigger1 = ctrl
trigger1 = p2dist X = [100,550] 
trigger2 = stateno = 0 && ctrl && p2Bodydist X >=50
Trigger2 = Random <=100 
[State -1, roll]
type = changestate
value = 60
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = facing != enemynear, facing
trigger1 = stateno = 230 && animtime = 0 && movehit = 0 && backedgedist >= 30 && random <= 50
trigger2 = stateno = 200 && animtime = 0 && movehit = 0 && backedgedist >= 30 && random <= 50

[State -1, punchu]
type = changestate
value = 610
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
TriggerAll = !inguarddist
Trigger1 = Ctrl && StateNo = 50
Trigger1 = Random <= 400
trigger1 = P2bodydist X =[80,5]
Trigger1 = P2Bodydist Y = [-150,60]
trigger1 = Vel Y >0
trigger2 = stateno = 1023
trigger2 = p2dist X <= 180 && p2statetype != A && p2movetype != H

[State -1, punchu]
type = changestate
value = 200
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A && EnemyNear,statetype != L
TriggerAll = !inguarddist
Triggerall = p2dist Y >= -70
trigger1 = random <= 100
trigger1 = stateno = 100
trigger1 = p2dist X = [-100,100] 
trigger2 = stateno = 52 && PrevStateNo = 610
trigger2 = EnemyNear,stateno = [5000,5001]
trigger2 = p2dist X = [-70,75]
trigger2 = p2Statetype != A
[State -1, ǂ̎]
type = ChangeState
value = 2315
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A && P2movetype =H 
TriggerAll = !inguarddist
TriggerAll = stateno = 211  && AnimElemNo(0) >= 10 && movehit >0 
Trigger1 = !NumHelper(777)
Trigger1 = Random <=950 ;&& Power < 3000
Trigger1 = EnemyNear,BackEdgeBodyDist <= 20 || EnemyNear,FrontEdgeBodyDist <= 20 
Trigger2 = !NumHelper(777)
Trigger2 = Power >=3000 && Random <=500
[State -1,?]
type = null;changestate
value = 610
triggerall = RoundState=2
triggerall = var(32) >= 1
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 1201 && ctrl


[State -1,K[hꂽ̓]
type = ChangeState
value = IfElse(random<500,800,900)
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
TriggerAll = !inguarddist
triggerall = EnemyNear,StateType != A && EnemyNear,StateType != L && EnemyNear,MoveType!=H
Trigger1 = StateNo = 23 && !Ctrl
trigger1 = P2BodyDist X = [-5,10]
trigger1 = P2BodyDist Y = [-10, 10]



[State -1, ]Abp[]
type = ChangeState
value = 1100
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = statetype != A && p2movetype =H 
TriggerAll = !inguarddist
Triggerall = !NumHelper(777); || var(51) > 1
trigger1 = var(32) = 1
trigger1 = stateno = 211  && AnimElemNo(0) >= 10 && movehit >0

trigger2 = var(32) = 1
trigger2 = (StateNo = [200,211]) && (P2bodydist Y < 0)
Trigger2 = MoveHit = 1

trigger3 = var(38) = 1
trigger3 = (StateNo = 400 || (StateNo = [200,211]))&& MoveHit = 1


[State -1, Ⴊݒp`]
type = ChangeState
value = 410
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2Dist X = [-5,70]
triggerall = !var(38)
trigger1 = StateNo = 400 && AnimElemNo(0) >= 5 && (MoveContAct >0 || NumHelper(777) = 1)


[State -1, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2Dist X = [-5,73]
trigger1 = StateNo = 430 && movecontact = 1 
trigger1 = EnemyNear,StateNo != 5050 ;EnemyNear,StateNo != 5080 

[State -1, Ⴊ݋p`]
type = ChangeState
value = 415
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2Movetype = H
triggerall = P2bodyDist X <= 65
triggerall = !NumHelper(777)
trigger1 = StateNo = 400 && AnimElemNo(0) >= 5 && MoveHit >0
trigger2 = StateNo = 430 && MoveHit = 1 

[State -1, LbN]
type = ChangeState
value = 450
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2Movetype = H
triggerall = P2bodyDist X >= 65
Triggerall = !NumHelper(777)
trigger1 = StateNo = 400 && AnimElemNo(0) >= 5 && MoveContAct >0




[State -1,p`]
type = ChangeState
value = 200
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2Movetype = H
trigger1 = StateNo = 410 && AnimTime = 0





[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2BodyDist X >= -15
trigger1 = Life >=500
trigger1 = stateno = 200 && time = 10 && (movehit > 0 || NumHelper(777) = 1 && P2Movetype = H )
trigger2 = Life <=500
trigger2 = stateno = 200 && time = 9 && (MoveHit >0 || MoveContAct > 0 && Random <= 600 ||  NumHelper(777) = 1 && P2Movetype = H)
ignorehitpause = 1
[State -1, Stand Light Punch]
type = ChangeState
value = 207
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
trigger1 = Life >=500
trigger1 = stateno = 206  && time = 27 && (movehit > 0 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
trigger2 = Life <=500
trigger2 = stateno = 206  && time = 24 && (MoveHit >0 ||MoveContAct > 0 && Random <= 600 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
ignorehitpause = 1
[State -1, Stand Light Punch]
type = ChangeState
value = 206
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
trigger1 = Life >=500
trigger1 = stateno = 205 && time = 16 && (movehit > 0 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
trigger2 = Life <=500
trigger2 = stateno = 205 && time = 13 && (MoveHit >0 ||MoveContAct > 0 && Random <= 500 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
ignorehitpause = 1
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
trigger1 = Life >=500
trigger1 = stateno = 210  && time = 25 && (movehit > 0 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
trigger2 = Life <=500
trigger2 = stateno = 210  && time = 23 && (MoveHit >0 ||MoveContAct > 0 && Random <= 500 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
ignorehitpause = 1

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2
triggerall = statetype != A
trigger1 = Life >=500
trigger1 = stateno = 207  && time = 20 && (movehit > 0 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
trigger2 = Life <=500
trigger2 = stateno = 207  && time = 18 && (MoveHit >0 ||MoveContAct > 0 && Random <= 400 || NumHelper(777) = 1 && Random <=900 && P2Movetype = H)
ignorehitpause = 1


[State -1, ]Abp[҂Ƃ]
type = ChangeState
value = IfElse(P2BodyDist X < 60,200,230)
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
triggerall = P2StateType != L && P2movetype !=H 
triggerall = EnemyNear,StateNo != [120,160]
TriggerAll = !inguarddist
triggerall = Prevstateno = 1004
triggerall = P2bodydist X = [-5,80]
triggerall = P2BodyDist Y >= -65
Trigger1 = anim = 5
[State -1, ]Abp[K]
type = ChangeState
value = 3100
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A && P2movetype =H 
triggerall = EnemyNear,StateNo != [120,160]
TriggerAll = !inguarddist
Triggerall = Power >=3000 || Power >= 1000 && P2Life <= 160
trigger1 = stateno = 1004 && AnimTime = 0 && (PrevStateNo = 1101 || PrevStateNo = 1111)
trigger1 = Random <=600
Trigger2 = StateNo = 251 && Power >=3000 && animTime = 0 && Random <= 300
[State -1, ]Abp[҂Ƃ]
type = ChangeState
value = 22
Ctrl = 0
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A && P2movetype =H 
triggerall = EnemyNear,StateNo != [120,160]
TriggerAll = !inguarddist
triggerall = stateno = 1004 && AnimTime = 0 
trigger1 = PrevStateNo = 1101 
trigger2 = PrevStateNo =1121
trigger3 = PrevStateNo = 1111
[State -1, ]Abp[҂]
type = ChangeState
value = 0
Ctrl = 1
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A && (P2movetype !=H || inguarddist)
Trigger1 = StateNo = 22 && !Ctrl
[State -1, ]Abp[]
type = ChangeState
value = 1120
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A && P2movetype = H 
triggerall = EnemyNear,StateNo != [120,160]
TriggerAll = !inguarddist
TriggerAll = P2Dist X = [0,130]
trigger1 = StateNo = 22 && !Ctrl && Time = 5 && PrevStateNo = 1004 && !var(58)
Trigger2 = StateNo = 810 && AnimTime = 0 && P2Movetype = H && Random <=800
trigger3 = stateno = 450  && movehit =1 
Trigger3 = P2Dist X <= 80
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
TriggerAll = !inguarddist
trigger1 = stateno = 230  && movehit > 0 && animelemno(0) = 5 && var(13) = 1
trigger2 = stateno = 230  && movecontact > 0 && animelemno(0) = 5 && var(13) = 1
trigger2 = Life <= 400 && Random <= 700
ignorehitpause = 1
[State -1, Stand Light Kick]
type = ChangeState
value = 237
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2
TriggerAll = !inguarddist
trigger1 = stateno = 236  && movehit > 0 && animelemno(0) = 7 && var(13) = 3
trigger2 = stateno = 236  && movecontact > 0 && animelemno(0) = 7 && var(13) = 3
trigger2 = Life <= 400 && Random <= 650
ignorehitpause = 1
[State -1, Stand Light Kick]
type = ChangeState
value = 236
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
trigger1 = stateno = 235  && movehit > 0 && animelemno(0) = 5&& var(13) = 2
trigger2 = stateno = 235  && movecontact > 0 && animelemno(0) = 5&& var(13) = 2
trigger2 = Life <= 400 && Random <= 600
ignorehitpause = 1
[State -1, Stand Light Kick]
type = ChangeState
value = 241
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
trigger1 = stateno = 240  && movehit > 0 && animelemno(0) = 10 && var(13) = 5
trigger2 = stateno = 240  && movecontact > 0 && animelemno(0) = 10 && var(13) = 5
trigger2 = Life <= 400 && Random <= 550
ignorehitpause = 1
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2
TriggerAll = !inguarddist
trigger1 = stateno = 237 && movehit > 0 && animelemno(0) = 13 && var(13) = 4
trigger2 = stateno = 237 && movecontact > 0 && animelemno(0) = 13 && var(13) = 4
trigger2 = Life <= 400 && Random <= 500
ignorehitpause = 1

[State -1, Stand Light Kick]
type = ChangeState
value = 250
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
TriggerAll = !inguarddist
trigger1 = !NumHelper(777) 
trigger1 = stateno = 241 && movecontact > 0 && animelemno(0) = 16 && var(13) = 6
trigger1 = P2dist X >=80



[State -1, LbNR{p`]
type = ChangeState
value = 200
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
TriggerAll = !inguarddist
trigger1 = StateNo = 241 && AnimTime = 0

[State -1, Stand Light Kick]
type = ChangeState
value = 251
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
TriggerAll = !inguarddist  
trigger1 = stateno = 250  && movehit> 0 && animelemno(0) = 8

[State -1, Stand Light Kick]
type = ChangeState
value = 252
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
TriggerAll = !inguarddist
trigger1 = stateno = 251  && movehit > 0 && animelemno(0) = 8 && p2life < 50
Trigger2 = StateNo= 251  && movehit > 0 && animelemno(0) = 8 && Random <=150


[State -1, R{pnCWv!]
type = changestate
value = 45
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
trigger1 = StateNo = 22 && PrevStateNo = 1004 && !Ctrl && Time = 5 && var(58)>0


[State -1, jump!]
type = changestate
value = 9997
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
trigger1 = stateno = 1004 && animtime = 0 && PrevStateNo =1121 &&(p2bodydist X = [0,70]) && (p2bodydist Y =  [-250,-200]) && !var(58)


[State -1, Attack chain after counter]
type = changestate
value = 605
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A
trigger1 = stateno = 630 && movecontact > 1 && !var(58)
trigger2 = stateno = 630 && movecontact > 1 && var(58)>0



[State -1, Attack chain after counter]
type = changestate
value = 600
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A && p2statetype = A && p2movetype = H
trigger1 = stateno = 50 && ctrl && (p2dist X = [0,80+10]) && (p2dist Y = [-75,20]) && !var(58)
Trigger1 = (EnemyNear,BackEdgeBodyDist >= 30 || EnemyNear,FrontEdgeBodyDist >=30 )
trigger2 = stateno = 50 && ctrl && (p2dist X = [0,80]) && (p2dist Y = [-75,20]) && !var(58) 
Trigger2 = (EnemyNear,BackEdgeBodyDist <= 30 || EnemyNear,FrontEdgeBodyDist <=30 )&& time = 8
trigger3 = stateno = 646 && (p2dist X = [-10,80]) && (p2dist Y = [-85,70]) && time = 9 && !var(58)



[State -1, ]
type = changestate
value = 645
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A
trigger1 = var(52)>=2
trigger1 = stateno = 46 && (p2bodydist X = [-40,80+50]) && (p2bodydist Y = [-100,20] ) && var(58)>0
;
Trigger2 = EnemyNear,facing = facing && (p2bodydist X = [20,60])
Trigger2 = !var(10)
trigger2 = Stateno= 1201 && movehit > 0 && Time = 25

[State -1, Attack chain after counter]
type = null;changestate
value = 600
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = statetype = A && p2statetype = A && p2movetype = H
triggerall = var(52) < 2
Trigger1 = var(58) = 2 || Life <= 400 || Random <= 300
Trigger1 = stateno = 646 && Time = 7 && (p2dist X = [-20,80]) && (p2dist Y = [-85,50])&& var(58)>0
Trigger1 = EnemyNear,facing = facing
Trigger1 = var(10)=1


[State -1, p`]
type = changestate
value = 610
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A && p2statetype = A && p2movetype = H
trigger1 = Stateno= 1201 && movehit > 0 && Time = 25;&& (p2dist X = [-20,80]) && (p2dist Y = [-85,50])
Trigger1 = var(11)= 1 && Random <= 900 &&  Life >= LifeMax/2  && (var(58) =[1,2])
Trigger2 = var(11)= 2 && var(10) = 3 && var(58)>0 || var(10) = 3 && var(11) <=1
Trigger2 = (Pos Y >= -60 && stateno = 605 && movecontact > 0) || (StateNo = 630 && movecontact > 0)

[State -1, sunblast];R{ȂȂ̂܂
type = changestate
value = 1200
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A && p2statetype = A && p2movetype = H
triggerall = var(11) < 2

Trigger1 = stateno = 605 && movecontact > 0  && !var(58) && var(10) = 2
Trigger1 = (p2dist Y =[-85,70]) && (Power >=3000 || Random <=150)

Trigger2 = stateno = 645 && movecontact > 0 && (p2dist X = [-20,80]) && (p2dist Y = [-85,50])&& var(58)>0
;Trigger2 = (var(10)= [1,2]) ;&& (EnemyNear,BackEdgeBodyDist <= 30 || EnemyNear,FrontEdgeBodyDist <=30)|| var(10) = 2 && var(11)<= 1
;trigger2 = (!var(37)|| LifeMax >= LifeMax/2) && var(10) = 1 || var(10)= 2
trigger2 = !var(37) && var(10) <= 1 || var(10)= 2 && (var(37) = 1 || var(11) = 1)
;qȂ
trigger3 = stateno = 635 && movecontact > 0 
Trigger3 = var(10) > 2 && (var(58)>0 || var(47)>0) 

trigger4 = StateNo = 1201 && P2BodyDist X <= -7
trigger4 = EnemyNear,FrontEdgeBodyDist >=30 && var(47)>0
;pB
trigger5 = StateNo = 600 && PrevStateNo = 1332
trigger5 = MoveHit = 1
;wœ݂Ȃp
;Trigger6 = stateno = 635 && movecontact > 0  
;Trigger6 = (p2dist Y =[-85,70])
;Trigger6 = EnemyNear,facing = facing

;Trigger7 = stateno = 645 && movecontact > 0 && (p2dist X = [-20,80]) && (p2dist Y = [-85,50])&& var(58)>0
;Trigger7 = EnemyNear,facing = facing
;Trigger7 = var(10)=1


[State -1, Attack chain after counter]
type = changestate
value = 600
triggerall = Var(30) >= 1 
triggerall = RoundState=2 
triggerall = statetype = A && p2statetype = A && p2movetype = H
triggerall = var(52) < 2
trigger1 = stateno = 46 && var(58)>0
;trigger1 = (p2bodydist X = [-40,80+50]) && (p2bodydist Y = [-63,60]) && EnemyNear,facing = facing || ;
trigger1 = (p2bodydist X = [-40,80+50]) &&(p2dist Y - 2 * vel y + 2 * enemynear,vel y = [-60,70]) ;(p2bodydist Y = [-85,60])
trigger2 = stateno = 646 && (p2bodydist X = [-20,80]) && (p2dist Y = [-85,70]) && var(58)>0 && time = 9
trigger3 = var(58)>0 && var(10) < 3
trigger3 = stateno = 1201  && (p2bodydist Y = [-110,60]) 
trigger3 = var(11) = 1 && Time = 28 || var(11)>1 && Ctrl

[State -1, Attack chain after counter]
type = changestate
value = 630
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A
trigger1 = stateno = 600 && movecontact > 0 && !var(58)
trigger2 = stateno = 600 && movecontact > 2 && var(58)>0



[State -1, Attack chain after counter]
type = changestate
value = 635
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A
trigger1 = stateno = 605 && movecontact > 0


[State -1, Attack chain after counter]
type = changestate
value = 610
triggerall = Var(30) >= 1 
triggerall = RoundState=2
triggerall = statetype = A
trigger1 = var(32) = 1
trigger1 = stateno = 605 && movecontact > 0 && var(10)= 1 && !var(58)
trigger2 = var(32) = 1
trigger2 = stateno = 605 && movecontact > 0 && var(10)= 3 && var(58)=1
trigger3 = StateNo = 1332 && Time = 15 && EnemyNear,Movetype = H
trigger4 = EnemyNear,facing = facing
trigger4 = stateno = 635 && movecontact > 0 && var(47) >0


[State -1, Attack chain after counter]
type = changestate
value = 645
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype = A
triggerall = var(10) < 3
trigger1 = stateno = 635 && movecontact > 0 && var(10) = 0 && !var(58)
trigger2 = stateno = 635 && movecontact > 0 && (var(10)= [0,2]) && var(58)>0
;Trigger2 = p2bodydist Y <=30
[State -1, Crouching lk]
type = null;changestate
value = 430
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = ctrl || stateno = 52
triggerall = p2stateno != 5120
TriggerAll = !inguarddist
trigger1 = p2dist X = [-70,75]
trigger1 = p2dist Y = 0


[State -1, Crouching lk]
type = changestate
value = 430
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = ctrl
triggerall = p2stateno != 5120
TriggerAll = StateNo!=[120,155]
triggerall = EnemyNear,StateType != L && (EnemyNear,MoveType!=H || p2stateno = [120,159])
TriggerAll = !inguarddist
trigger1 = !NumHelper(777)
trigger1 = p2bodydist X = [20,150]
trigger1 = p2dist Y = [-50,-100]
trigger2 = NumHelper(777)
trigger2 = p2bodydist X = [20,70]
trigger2 = p2dist Y = [-50,-100]

[State -1, Crouching hk]
type = changestate
value = 450
triggerall = var(32) = [1,2]
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = EnemyNear,StateType != L && EnemyNear,MoveType!=H
triggerall = ctrl || stateno = 52
triggerall = var(44) = 0
TriggerAll = !inguarddist
trigger1 = var(32)=1 && Random <= 150 || var(32)=2 && Random <= 300
trigger1 = p2dist X = [75,170]
trigger1 = p2dist Y = 0
[State -1, Crouching hk]
type = changestate
value = 415
triggerall = var(32) = 2 
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
trigger1 = stateno = 430 && movehit = 1


[State -1, ǏR蒴K]
type = changestate
value = 3000
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = !inguarddist
TriggerAll = Power >= 1000 && ( Random <= 50 || P2Life <=150 ) || Power >= 3000
trigger1 = stateno = 415 && movehit = 1 && P2StateNo = 5000


[State -1, ǏR蒴K]
type = changestate
value = 2310
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = !inguarddist
trigger1 = stateno = 415 && movehit = 1 && P2StateNo = 5020


[State -1, homing flight]
type = changestate
value = 1020
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = !inguarddist
trigger1 = stateno = 415 && movehit = 1
[State -1, sunblast]
type = changestate
value = 1220
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 646 && time = 8 && (var(10) = 1 && Life > 500 || Life < 500 && var(10) = 2)
trigger1 = p2dist X <= 200 && p2statetype = A
trigger1 = p2dist Y = [-50,50]
trigger2 = stateno = 1221 && time = 26  && var(11) = 1
trigger2 = p2dist X > 70 && p2statetype = A
trigger2 = p2dist Y = [-90,90]



[State -1, sunblast]
type = changestate
value = 1200
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 1221 && time = 26  && var(11) = 1
trigger1 = p2dist X <= 70 && p2statetype = A
trigger1 = p2dist Y = [-90,90]

[State -1, lp]
type = changestate
value = 600
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
TriggerAll = !inguarddist
trigger1 = stateno = 1023
trigger1 = p2dist X <= 150 && p2statetype = A
trigger1 = p2dist Y = [-60,60]
trigger2 = stateno = 646 && time = 9 && (var(10) = [1,3])
trigger2 = p2dist X <= 100 && p2statetype = A
trigger2 = p2dist Y = [-50,50]

trigger3 = stateno = 1021 && Time >= 25
trigger3 = p2dist X <= 150 && p2statetype = A
trigger3 = p2dist Y = [-60,60]
Trigger3 = FrontEdgeBodyDist >= 60
trigger4 = stateno = 1201 && ctrl && var(10)< 3
trigger4 = p2dist X <= 150 && p2statetype = A
trigger4 = p2dist Y = [-60,60]
Trigger4 = FrontEdgeBodyDist >= 60

[State -1, hk]
type = changestate
value = 640
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 1201 && ctrl
trigger1 = p2dist X <= 150 && p2statetype = A
trigger1 = p2dist Y = [-70,70]
trigger2 = stateNo = 610 && movehit = 1

[State -1, lk]
type = changestate
value = 630
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
TriggerAll = !inguarddist
trigger1 = stateno = 600 && movehit = 1 && !var(58)
trigger2 = stateno = 600 && movehit = 3 && var(58)>0
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 610
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 1023
trigger1 = p2dist X <= 180 && p2statetype != A && p2movetype != H
trigger2 = stateNo = 630 && movehit = 1 && var(10) = 3
[State -1,mp]
type = changestate
value = 605
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
TriggerAll = !inguarddist
trigger1 = stateno = 630 && movehit = 1
[State -1, mk]
type = changestate
value = 635
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
TriggerAll = !inguarddist
trigger1 = stateno = 605 && movehit = 1
[State -1, stomp]
type = changestate
value = 645
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
TriggerAll = !inguarddist
triggerall = var(10) < 3
trigger1 = stateno = 635 && movehit = 1
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 1022
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
triggerall = ctrl && (stateno = 50 || stateno = 46)
TriggerAll = !inguarddist
trigger1 = backedgedist < 5
trigger1 = p2dist X  > 150 && pos Y < -70
trigger1 = random < 600

[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 645
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
triggerall = stateno = 1023
trigger1 = p2dist X <= 100 && p2statetype != A && p2movetype = H
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 42
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = !var(36) || (var(36) !=[-20,20])
TriggerAll = !inguarddist
triggerall = ctrl
trigger1 = backedgedist < 5
trigger1 = p2dist X = [150,250] 
trigger1 = random < 100
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 1220
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2movetype != A
triggerall = stateno = 50
trigger1 = pos Y < -70 
trigger1 = backedgedist < 5
trigger1 = p2dist X = [50,100] 
trigger1 = random < 70
[State -1, dashforward evade cornertrap]
type = changestate
value = 100
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
Triggerall = PrevStateNo != [10,19]
TriggerAll = StateNo!=[120,155]
triggerall = StateNo != 100 && PrevStateNo != 100
Triggerall = StateNo != 20 || StateNo = 20 && Time >= 50
TriggerAll = !inguarddist
;trigger1 = backedgedist <= 20
trigger1 = p2dist X = [100,300] 
trigger1 = random < 600
[State -1, dashforward evade cornertrap]
type = changestate
value = 41
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
TriggerAll = !inguarddist
trigger1 = stateno = 100
[State -1, rollback]
type = changestate
value = 61
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = backedgedist < 5
triggerall = facing != enemynear, facing
trigger1 = stateno = 430 && movehit = 0 && animtime = 0
trigger2 = stateno = 450 && movehit = 0 && animtime = 0

[State -1, dashback1]
type = changestate
value = 42
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A && p2movetype != A
triggerall = ctrl && stateno != 100
TriggerAll = !inguarddist
trigger1 = p2dist X = [250,500]
trigger1 = random < 100  && backedgedist < 5
trigger2 = p2dist X = [250,500] 
trigger2 =  random <= 200
[State -1, dashback1]
type = changestate
value = 45
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && p2movetype != A
TriggerAll = !inguarddist
trigger1 = ctrl && stateno != 100
trigger1 = p2dist X = [150,250]
trigger1 = random < 500  && backedgedist < 5
trigger2 = ctrl && stateno != 100
trigger2 = p2dist X = [150,250] 
trigger2 =  random <= 200
trigger3 = stateno=  60 && animtime = 0
[State -1, dashback2]
type = changestate
value = 105
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && p2movetype != A
TriggerAll = !inguarddist
triggerall = ctrl && stateno != 100
triggerall = BackEdgeBodyDist >= 20
trigger1 = p2dist X = [200,500] 
trigger1 = random < 200
[State -1, rollback]
type = changestate
value = 60
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = ctrl || stateno = 20
triggerall = facing != enemynear, facing
TriggerAll=BackEdgeBodyDist <= 20
trigger1 = p2dist X = [0,100] 
trigger1 = random < 10
trigger2 = p2dist X = [100,180] 
trigger2 = random < 50
[State -1, rollback]
type = changestate
value = 60
triggerall = var(32) = 2
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = facing != enemynear, facing
Triggerall = Random <=200
TriggerAll=BackEdgeBodyDist <= 50
trigger1 = stateno = 450 && movehit = 0 && animtime = 0
[State -1, walk back]
type = changestate
value = 20
triggerall = var(32) = 2
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = ctrl
TriggerAll = !inguarddist
trigger1 = p2dist X = [0,500]
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 2315
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
TriggerAll = !inguarddist
triggerall = EnemyNear,Vel X >= 0
triggerall = P2BodyDist Y >= -40 - EnemyNear,Vel Y * 3
trigger1 = p2dist X = [210 ,250 +EnemyNear,Vel X *6] 
trigger1 = random < 50
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 2315
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
Triggerall = EnemyNear,StateType!=L
triggerall = ctrl && !inguarddist
triggerall = EnemyNear,Vel X >= 0
triggerall = P2BodyDist Y >= -40 - EnemyNear,Vel Y * 3
trigger1 = p2bodydist X = [120,180+EnemyNear,Vel X *6] 
trigger1 = random < 100
[State -3,Ⴊ݋p`]
type = ChangeState
value = 415
triggerall = var(30)>0
triggerall = var(32) = 2 
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = EnemyNear,MoveType != A
triggerall = P2dist X = [-5,110+enemynear,vel x*3]
triggerall = P2BodyDist Y = [-80+enemynear,vel y*3,5]
triggerall = Ctrl || StateNo = 100
triggerall   = random <=50 
trigger1   = EnemyNear,StateType != L && EnemyNear,MoveType!=H
trigger2   = P2StateNo = 5120 && EnemyNear,AnimTime >=-10

[State -1, Attack chain after counter]
type = changestate
value = 640
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2statetype != A
trigger1 = stateno = 1322 && ctrl
[State -1, Attack chain after counter]
type = changestate
value = 1200
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 640 && movecontact > 0
[State -1, Attack chain after counter]
type = changestate
value = 610
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = var(11) = 2
trigger1 = stateno = 1201 && ctrl
[State -1, Attack chain after counter]
type = changestate
value = 645;610
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 1201 && ctrl 
[State -1, Attack chain after counter]
type = changestate
value = 600
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2statetype = A
trigger1 = stateno = 1322 && ctrl
trigger2 = StateNo = 645 && movehit >0 && var(10) =1 
[State -1, Attack chain after counter]
type = changestate
value = 630
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 600 && movecontact > 0
trigger2 = stateno = 600 && movehit = 2 && var(58)>0
[State -1, Attack chain after counter]
type = changestate
value = 605
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 630 && movecontact > 0
[State -1, Attack chain after counter]
type = changestate
value = 1200
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A 
triggerall = random < 500 || EnemyNear,Life <=200 || Life <=200 || Power >= 2700
triggerall = var(11) < 2
trigger1 = stateno = 605 && movecontact > 0 && !var(11)
[State -1, Attack chain after counter]
type = changestate
value = 635
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 605 && movecontact > 0
[State -1, Attack chain after counter]
type = changestate
value = 610
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 635 && movecontact > 0
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 42
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
triggerall = !var(36) || (var(36) !=[-20,20])
TriggerAll = !inguarddist
trigger1 = backedgedist < 5
trigger1 = p2dist X = [150,250] 
trigger1 = random < 600
[State -1, jump back sunblast evade cornertrap]
type = changestate
value = 1220
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2movetype != A
triggerall = stateno = 50
trigger1 = pos Y < -70 
trigger1 = backedgedist < 5
trigger1 = p2dist X = [50,100] 
trigger1 = random < 100
[State -1, dashforward evade cornertrap]
type = changestate
value = 100
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
triggerall = ctrl
Triggerall = PrevStateNo != [10,19]
TriggerAll = StateNo!=[120,155]
triggerall = StateNo != 100 && PrevStateNo != 100
trigger1 = backedgedist < 5
trigger1 = p2dist X = [100,200] 
trigger1 = random < 600
[State -1, dashforward evade cornertrap]
type = changestate
value = 41
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A
trigger1 = stateno = 100
[State -1, dashback]
type = changestate
value = 105
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A && p2movetype != A
triggerall = ctrl && stateno != 100
triggerall = facing != enemynear, facing
triggerall = BackEdgeBodyDist >= 20
trigger1 = p2dist X = [0,100] 
trigger1 = random < 300
trigger2 = p2dist X = [100,180] 
trigger2 = random < 50
[State -1, walk back]
type = changestate
value = 20
triggerall = var(32) = 3
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100
triggerall = ctrl
trigger1 = p2dist X = [0,200]
[State -1, walk forward]
type = changestate
value = 21
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100 
triggerall = ctrl && p2movetype != A
triggerall = enemynear, numproj = 0 && enemynear, numhelper = 0
trigger1 = p2dist X = [230,500]
[State -3,1]
Type = ChangeState
value = 1320
triggerall = Var(30) >= 1
triggerall = var(32) = 3
triggerall = RoundState=2
triggerall = statetype != A
triggerall = ctrl
triggerall = (P2Bodydist X = [-70,70+EnemyNear,vel x*6])
Triggerall = Life > 400
Trigger1 = P2Movetype = I 
trigger1 = facing!= enemynear,facing
Trigger1 = Random <= 50 
trigger2 = facing!= enemynear,facing
Trigger2 = EnemyNear,Vel X >= 5 && Random <= 80
Trigger3 = EnemyNear,StateNo = 5120 && EnemyNear,AnimTime = -7
trigger3 = Random <= 200



[State -1, walk forward]
type = changestate
value = 21
triggerall = var(32) = 4 
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype != A && stateno != 100 && p2movetype != A
triggerall = ctrl && ((StateNo != [20,25]) || (StateNo = [20,25]) && Time >=10)
trigger1 = p2dist X = [150,500]
[State -1, Attack chain after counter]
type = changestate
value = 640
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2statetype != A
trigger1 = stateno = 1322 && ctrl
[State -1, Attack chain after counter]
type = changestate
value = 1200
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 640 && movecontact > 0
[State -1, Attack chain after counter]
type = changestate
value = 610
triggerall = var(32) = 4
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = var(11) = 2
trigger1 = stateno = 1201 && ctrl
[State -1, Attack chain after counter]
type = changestate
value = 645;610
triggerall = var(32) = 4
triggerall = RoundState=2
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 1201 && ctrl 
[State -1, Attack chain after counter]
type = changestate
value = 600
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A && p2statetype = A
trigger1 = stateno = 1322 && ctrl
trigger2 = StateNo = 645 && movehit > 0
[State -1, Attack chain after counter]
type = changestate
value = 630
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 600 && movecontact > 0
trigger2 = stateno = 600 && movehit = 2 && var(58)>0
[State -1, Attack chain after counter]
type = changestate
value = 605
;triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 630 && movecontact > 0
[State -1, Attack chain after counter]
type = changestate
value = 1200
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A 
triggerall = random < 500 || EnemyNear,Life <=200 || Life <=200 || Power >= 2700
triggerall = var(11) < 2
trigger1 = stateno = 605 && movecontact > 0 && !var(11)
[State -1, Attack chain after counter]
type = changestate
value = 635
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 605 && movecontact > 0
[State -1, Attack chain after counter]
type = changestate
value = 610
triggerall = var(32) = 4
triggerall = RoundState=2 
triggerall = Var(30) >= 1 
triggerall = statetype = A
trigger1 = stateno = 635 && movecontact > 0
[State -3,2]
Type = ChangeState
value = 1320
triggerall = Var(30) >= 1
triggerall = var(32) = 4
triggerall = RoundState=2
triggerall = statetype != A
triggerall = ctrl
triggerall = (P2Bodydist X = [-70,70+EnemyNear,vel x*6])
Triggerall = Life > 400
Trigger1 = P2Movetype = I 
trigger1 = facing!= enemynear,facing
Trigger1 = Random <= 50 
trigger2 = facing!= enemynear,facing
Trigger2 = EnemyNear,Vel X >= 5 && Random <= 80
Trigger3 = EnemyNear,StateNo = 5120 && EnemyNear,AnimTime = -7
trigger3 = Random <= 200



[State -1, LbN]
type = ChangeState
value = 450
triggerall = Var(30) >= 1 
triggerall = var(32) = 1
triggerall = RoundState=2 
triggerall = statetype != A
TriggerAll = !inguarddist
triggerall = P2Movetype = H
Triggerall = !NumHelper(777)
Trigger1 = StateNo = 430 && MoveHit = 1


[State -3,󒆎p`]
type = ChangeState
value = 600
triggerall = var(30)>0
triggerall = RoundState = 2
triggerall = StateType = A && P2StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
triggerall = Ctrl
triggerall = (vel y <= 0) || (Pos y >= -50)
triggerall = !var(58)
triggerall = PrevStateNo != 600&& stateno != 1332
trigger1   = P2bodydist X = [-5,70+enemynear,vel x*3 + vel x*2]
trigger1   = P2BodyDist Y = [-30,30]
trigger1   = Random <= 400



[State -1, Winfreeze]
type = ChangeState
value = 0
triggerall = Var(30) = 1
triggerall = RoundState=2
triggerall = Win = 1
trigger1 = statetype != A
trigger1 = ctrl


[State -1,g]
type = ChangeState
value = 5210
triggerall = canrecover = 1
triggerall = RoundState=2 
triggerall = Var(30) = 1
triggerall = life > 0
trigger1 = Vel Y > -1;Time >30
trigger1 = stateno = 5050
trigger1 = P2MoveType = A || inguarddist
Trigger1 = Random <= 200
[State -1,g]
type = ChangeState
value = 5201
triggerall = canrecover = 1
triggerall = RoundState=2 
triggerall = Var(30) = 1
triggerall = life > 0
trigger1 = stateno = 5100
trigger1 = Pos Y < -20
trigger1 = P2MoveType = A || inguarddist
Trigger1 = Random <= 200
persistent = 0

:ACES CANCELS
[State -1]
type = ChangeState
value = 3000
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000 && P2Movetype = H
trigger1 = random <= 150 || var(7) >= 1 && P2Life <= 100 && Random <= 500
trigger1 = stateno = 3430 && p2stateno = 3450 && time = 15
trigger2 = stateno = 415 && movehit = 1 && P2StateNo = 5000
trigger2 = Power >= 3000 && random <= 650 || P2Life <= 150
[State -1]
type = ChangeState
value = 3100
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000 && P2Movetype = H
trigger1 = stateno = 3430 && p2stateno = 5030 && time = 57
[State -1]
type = ChangeState
value = 3300
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000 && P2Movetype = H
triggerall = random <= 300 && !var(58)
trigger1 = stateno = 3121 && time = 50 && movehit = 1 && Power = 1000
[State -1]
type = ChangeState
value = 3400
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000 && P2Movetype = H
triggerall = numtarget > 0
trigger1 = stateno = 3004 && time > 5 && p2bodydist Y > -80 && target, vel y > 0
[State -1]
type = ChangeState
value = 3300
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000 && P2Movetype = H
trigger1 = stateno = 3006 && time = 15 && movehit = 1 && P2Life >= 20
[State -1]
type = ChangeState
value = 3002
triggerall = Var(30) >= 1
triggerall = roundstate = 2 && power >= 1000
trigger1 = stateno = 3302 && frontedgedist < 3 && p2movetype = h  && time > 20 && var(9) > 9
[State -1, [Ȃ^񒆕ʂ]
type=changestate
value = 61
triggerall= var(30)>=1 
triggerall= roundstate>2 && statetype!=A
Trigger1 = Ctrl
trigger1 = BackEdgeBodyDist <= 50
Trigger1 = EnemyNear,Life = 0
Trigger1 = EnemyNear,Vel X = 0
trigger1 = PrevStateNo != 101
[State -1, [Ȃ^񒆕ʂ]
type=changestate
value = 105
triggerall= var(30)>=1 
triggerall= roundstate>2 && statetype!=A
triggerall= Life >0
Trigger1 = Ctrl
trigger1 = FrontEdgeBodyDist <= 50
Trigger1 = EnemyNear,Life = 0
Trigger1 = EnemyNear,Vel X = 0
trigger1 = PrevStateNo != 61



