[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 1

[State -3, pain Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5100 
trigger2 = stateno = 5170 
value = s40, 2

[State -3, pain Sound2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5001 
trigger2 = stateno = 5002 
trigger3 = stateno = 5021 
trigger4 = stateno = 5022
trigger5 = stateno = 5011 
trigger6 = stateno = 5012  
value = s3, 7





[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
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 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

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

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

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


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Light Punch]
type = ChangeState
value = 202
triggerall = p2bodydist y + 4*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [25,82+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -98
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,145+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -81
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-354,-96]
trigger1 = var(1) ;Use combo condition (above)

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -81
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [96,484]
trigger1 = var(1) ;Use combo condition (above)


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -52
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [17,38+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -79
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-4,61+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 255
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 30*enemynear,vel y >= -18
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-30
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 19
trigger1 = var(1) ;Use combo condition (above)


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -109
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [19,58+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -62
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,49+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,91+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -44
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -90
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-50,86]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-29,85]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [29,85+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-76,127]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,76+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-34,99]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-76,92]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-5,39+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [27,46]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 9*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,116+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,287+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 12*enemynear,vel y >= -205
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,144+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 13*enemynear,vel y >= -237
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,53+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -247
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,120+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 21*enemynear,vel y >= -82
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 



[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -82
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 330
trigger1 = var(1) 


[State -1, terremoto]
type = ChangeState
value = 1300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -30
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-185,275+17*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1300,3050)
trigger2 = movecontact

[State -1, Rockzilla]
type = ChangeState
value = 2000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -125
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [30,147+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1300,3050)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-112,169+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -107
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,370+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -126
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,497+21*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact




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


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Light Punch]
type = ChangeState
value = 202
triggerall = p2bodydist y + 4*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [25,82+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -98
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [0,145+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -81
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [-354,-96]
trigger1 = var(1) ;Use combo condition (above)

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -81
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [96,484]
trigger1 = var(1) ;Use combo condition (above)


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -52
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [17,38+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -79
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [-4,61+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 255
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 30*enemynear,vel y >= -18
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -30
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -31
triggerall = p2bodydist x >= 19
trigger1 = var(1) ;Use combo condition (above)


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -109
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [19,58+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -62
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [0,49+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -36
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,91+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -44
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -90
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-50,86]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-29,85]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [29,85+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-76,127]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [0,76+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,26+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-34,99]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,42+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-76,92]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [-5,39+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [27,46]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 9*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,116+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,287+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 12*enemynear,vel y >= -205
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [0,144+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 13*enemynear,vel y >= -237
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [13,53+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -247
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [13,120+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 21*enemynear,vel y >= -82
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 



[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -82
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 330
trigger1 = var(1) 


[State -1, terremoto]
type = ChangeState
value = 1300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -30
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [-185,275+17*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1300,3050)
trigger2 = movecontact

[State -1, Rockzilla]
type = ChangeState
value = 2000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -125
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x = [30,147+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1300,3050)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [-112,169+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -107
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [0,370+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -126
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [0,497+21*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact




;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Light Punch]
type = ChangeState
value = 202
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [25,82+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-98,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,145+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-81,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [-354,-96]
trigger1 = var(1) ;Use combo condition (above)

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-81,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [96,484]
trigger1 = var(1) ;Use combo condition (above)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-52,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [17,38+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-79,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-119,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [-4,61+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 255
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 30*enemynear,vel y + enemynear,gethitvar(yaccel)*30*31*0.5 = [-18,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 30
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=31)*49)*var(59)
triggerall = p2bodydist x >= 19
trigger1 = var(1) ;Use combo condition (above)


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-109,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [19,58+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-62,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,49+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-36,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,91+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-44,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-90,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-50,86]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-29,85]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [29,85+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-76,127]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,76+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,26+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-34,99]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,42+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-76,92]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [-5,39+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,116+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-66,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,287+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-205,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,144+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-237,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [13,53+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-247,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [13,120+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-169,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-169,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-169,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-82,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 



[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-82,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 330
trigger1 = var(1) 


[State -1, terremoto]
type = ChangeState
value = 1300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-30,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [-185,275+17*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1300,3050)
trigger2 = movecontact

[State -1, Rockzilla]
type = ChangeState
value = 2000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-125,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=27)*49)*var(59)
triggerall = p2bodydist x = [30,147+26*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1300,3050)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-66,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [-112,169+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-107,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,370+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-126,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,497+21*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact




;Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [27,46]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H




;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Light Punch]
type = ChangeState
value = 202
triggerall = p2bodydist y + 4*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,48+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -83
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [25,82+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -98
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,145+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -81
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 4*var(59)
triggerall = p2bodydist x = [-354,-96]
trigger1 = var(1) ;Use combo condition (above)

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -81
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 3*var(59)
triggerall = p2bodydist x = [96,484]
trigger1 = var(1) ;Use combo condition (above)


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -52
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)
triggerall = p2bodydist x = [17,38+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -79
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -119
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [-4,61+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 255
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 30*enemynear,vel y >= -18
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)|| p2statetype = A && random <= 13*var(59)
triggerall = p2bodydist x >= 19
trigger1 = var(1) ;Use combo condition (above)


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -58
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 47*var(59)
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -109
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [19,58+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -62
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)|| p2statetype = A && random <= 22*var(59)
triggerall = p2bodydist x = [0,49+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -36
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)|| p2statetype = A && random <= 37*var(59)
triggerall = p2bodydist x = [0,91+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Light Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -44
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 27*var(59)
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -90
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)|| p2statetype = A && random <= 24*var(59)
triggerall = p2bodydist x = [0,40+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-50,86]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 28*var(59)
triggerall = p2bodydist x = [0,37+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-29,85]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [29,85+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-76,127]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,76+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,26+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-34,99]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,42+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-76,92]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [-5,39+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 9*enemynear,vel y >= -64
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,116+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 12*enemynear,vel y >= -205
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [0,144+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 13*enemynear,vel y >= -237
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [13,53+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 13*enemynear,vel y >= -169
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [39,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 21*enemynear,vel y >= -82
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,61+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 



;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
trigger1 = Statetype != A
trigger1 = ctrl


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


