[Statedef -3]

[State -1, AI]
type = VarSet
trigger1= RoundState=2
trigger1= var(59)>0
trigger2= 1	;펞`hN
var(59)=7;1`7

[State -1, sparry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= ctrl || (stateno=[21,22]) || (stateno=[700,701]) || ((stateno=[130,131]) && random<200)
triggerall= ((stateno!=[700,701]) && (random<300+100*((enemynear,time/7)+(life<p2life)+(life<500)+(life-p2life>=333)+(life<333)+(p2stateno>=1000)+(p2stateno>=3000)) || var(59)>2) && random<700-(stateno=[120,132])*200) || (stateno=[700,701])
triggerall= ((stateno=[700,701]) && random<700+(life<333)*200) || (stateno!=[700,701]) || var(59)>2
triggerall= helper(33333),var(9)&2**4 || enemy,numproj || helper(55555),var(58)&2**10
triggerall= var(59)>1 || random<100
trigger1= statetype=S
trigger1= var(21):=1
trigger2= statetype=C && enemynear,hitdefattr=SA,AA,AP
trigger2= var(21):=1
attr=SA,AA,AP
stateno=700
slot=0
time=8

[State -1, cparry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= ctrl || (stateno=[21,22]) || (stateno=[700,701]) || ((stateno=[130,131]) && random<200)
triggerall= ((stateno!=[700,701]) && (random<300+100*((enemynear,time/7)+(life<p2life)+(life<500)+(life-p2life>=333)+(life<333)+(p2stateno>=1000)+(p2stateno>=3000)) || var(59)>2) && random<700-(stateno=[120,132])*200) || (stateno=[700,701])
triggerall= ((stateno=[700,701]) && random<700+(life<333)*200) || (stateno!=[700,701]) || var(59)>2
triggerall= helper(33333),var(9)&2**4 || enemy,numproj || helper(55555),var(58)&2**10
triggerall= var(59)>1 || random<100
trigger1= statetype=C
trigger1= var(21):=2
trigger2= statetype=S && enemynear,hitdefattr=C,AA,AP
trigger2= var(21):=2
attr=C,AA,AP
stateno=701
slot=0
time=8

[State -1, aparry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= ctrl || stateno=702 || (stateno=132 && random<200)
triggerall= (stateno!=702 && (random<300+100*((enemynear,time/7)+(life<p2life)+(life<500)+(life-p2life>=333)+(life<333)+(p2stateno>=1000)+(p2stateno>=3000)) || var(59)>2) && random<700-(stateno=[120,132])*200) || (stateno=[700,701])
triggerall= (stateno=702 && random<700+(life<333)*200) || stateno!=702 || var(59)>2
triggerall= helper(33333),var(9)&2**4 || enemy,numproj || helper(55555),var(58)&2**10
triggerall= var(59)>1 || random<100
trigger1= statetype=A
trigger1= var(21):=3
attr=SA,AA,AP
stateno=702
forceair=1
slot=0
time=7

[State -1, sparry(sp)]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= helper(33333),fvar(0)>=2+(life>=333&&var(59)<3)*2+(life>=500&&var(59)<3)*2+(life>=700&&var(59)<3)*2 || (var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= enemy,numproj || helper(55555),var(58)&2**20 || (var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= random<900; || life<100 || var(59)>2
triggerall= var(59)>1
triggerall= ctrl || stateno=100 || (stateno=[21,25]) || stateno=12345 || stateno=23456 || (stateno=[700,701]) || (stateno=[130,131])
trigger1= statetype=S
trigger1= var(21):=1
trigger2= statetype=C && enemynear,hitdefattr=SA,AA,AP
trigger2= var(21):=1
attr=SA,AA,AP
stateno=700
slot=0
time=8

[State -1, cparry(sp)]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= helper(33333),fvar(0)>=2+(life>=333&&var(59)<3)*2+(life>=500&&var(59)<3)*2+(life>=700&&var(59)<3)*2 || (var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= enemy,numproj || helper(55555),var(58)&2**20 || (var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= random<900; || life<100 || var(59)>2
triggerall= var(59)>1
triggerall= ctrl || stateno=100 || (stateno=[21,25]) || stateno=12345 || stateno=23456 || (stateno=[700,701]) || (stateno=[130,131])
trigger1= statetype=C
trigger1= var(21):=2
trigger2= statetype=S && enemynear,hitdefattr=C,AA,AP
trigger2= var(21):=2
attr=C,AA,AP
stateno=701
slot=0
time=8

[State -1, aparry(sp)]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= helper(33333),fvar(0)>=2+(life>=333&&var(59)<3)*2+(life>=500&&var(59)<3)*2+(life>=700&&var(59)<3)*2 || (var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= enemy,numproj || helper(55555),var(58)&2**20 || (var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= random<900; || life<100 || var(59)>2
triggerall= var(59)>1
triggerall= ctrl || stateno=132 || stateno=702
trigger1= statetype=A
trigger1= var(21):=3
attr=SA,AA,AP
stateno=702
forceair=1
slot=0
time=7

[State -1, resetparry]
type=hitoverride
trigger1= (!ctrl && (stateno!=[700,702]) && (stateno!=[20,22]) && stateno!=12345) || var(20)
trigger2= movetype!=I || (stateno=[100,106])|| (stateno=[120,132])
trigger3= var(59)<=0 && (command="holdback" || command="holdup")
trigger4= (statetype=S || statetype=C) && var(21)!=1 && var(21)!=2
trigger5= statetype=A && var(21)!=3
slot=0
time=0

[State -1, airrecover]
type=changestate
value= ifelse((pos y>=-20), 5200, 5210)
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && alive
trigger1= stateno=5050 && canrecover
trigger1= vel y>=-1 && random<30 * (enemynear,movetype=A && Inguarddist) * 10

[State -1, recoveryroll]
type=changestate
value=5220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && alive
triggerall= !ctrl
triggerall= (stateno=5040 || stateno=5050) && vel y>=-1 && pos y>-vel y
triggerall= p2movetype=A && enemynear,animtime<-60
triggerall= (p2bodydist x=[-60,60])
trigger1 = random<200
trigger2 = numhelper(22222)
trigger2 = helper(22222),facing = facing
trigger2 = pos x < 50
trigger3 = numhelper(33333)
trigger3 = helper(33333),facing = facing
trigger3 = helper(33333),pos x - pos x < 50

[State -1, AerialRave(e-aerial)]
type=changestate
value=41
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy; && var(20)>=1
triggerall= statetype!=A && roundstate=2
trigger1= stateno=240 && (movecontact=[1,4])
trigger1= random < 333

;===========================================<ComboStart>==============================================

[State -1, ComboStart]
type = VarSet
trigger1= stateno=0 || anim=0
trigger1= p2movetype!=H
fvar(19)= 0

[State -1, ComboNo]
type = VarSet
trigger1= fvar(19)=0
fvar(20)= 0

[State -1, ashurasenkuu]
type=changestate
value=1400
triggerall= var(59)>=5 && numenemy && p2statetype!=L
triggerall= statetype!=A && roundstate=2
triggerall= (ctrl || (stateno=1000&&animelemtime(5)>=0 || stateno=1020&&animelemtime(3)>=0&&animelemtime(9)<0))
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30) || moveGuarded
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP) || moveGuarded
trigger1= (p2dist x>40-(enemynear,stateNo=[120,155])*80)
trigger1= numhelper(1005) || numhelper(1025)
trigger1= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<120*(1+(p2movetype!=H))

;===========================================<ComboStart1>==============================================

[State -1, jump(ComboStart1)]
type=changestate
value=44
triggerall= var(59)>=1 && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= ((p2movetype!=A || enemynear,animtime<-30) && (!inguarddist || !enemy,numproj)) || enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>20
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22 || !inguarddist
triggerall= fvar(19)=0
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= p2stateno=5120 || p2stateno=5201 || (p2statetype=S && p2movetype=I)
trigger1= !enemynear,ctrl && (enemynear,animtime=[-40,-20])
trigger1= p2bodydist x=[-20,30]
trigger1= p2dist x>=0
trigger1= p2statetype!=A && !enemynear,vel x
trigger1= (helper(22222),p2dist x>=100 && facing=1) || (helper(33333),p2dist x>=100 && facing=-1)
trigger1= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
trigger1= random<200
trigger1= fvar(19):=1
trigger1= fvar(20):=1

[State -1, zankuu(ComboStart1)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= fvar(19)=1
triggerall= fvar(20)=1
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= prevstateno=44
trigger1= vel y>0
trigger1= pos y>=-100
trigger1= fvar(20):=2

[State -1, jump(ComboStart1)]
type=changestate
value=44
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl && (stateno!=[100,105])
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= fvar(19)=1
triggerall= fvar(20)=2
trigger1= p2bodydist x=[-20,60]
trigger1= p2dist x>=0
trigger1= p2statetype!=A && p2movetype=H
trigger1= (helper(22222),p2dist x>=50 && facing=1) || (helper(33333),p2dist x>=50 && facing=-1)
trigger1= numhelper(1055)
trigger1= fvar(20):=3

[State -1, TKK(ComboStart1)]
type=changestate
value=IfElse(p2bodydist X < 0&&random%3>0,282,1203)
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>10+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= fvar(19)=1
triggerall= fvar(20)=3
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= prevstateno=44
trigger1= p2bodydist x<p2bodydist y+30
trigger1= fvar(20):=4

[State -1, TKKCombo(ComboStart1)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= p2movetype!=H || !var(20)
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= fvar(19)=1
triggerall= fvar(20)=4
trigger1= stateno=282
trigger1= movecontact
trigger1= fvar(20):=5

[State -1, ComboStart]
type = VarSet
trigger1= fvar(19)=1
trigger1= fvar(20)=5
fvar(19)= 0

;===========================================<ComboStart2>==============================================

[State -1, jump(ComboStart2)]
type=changestate
value=44
triggerall= var(59)>=1 && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= ((p2movetype!=A || enemynear,animtime<-30) && (!inguarddist || !enemy,numproj)) || enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>20
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22 || !inguarddist
triggerall= fvar(19)=0
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= p2stateno=5120 || p2stateno=5201 || (p2statetype=S && p2movetype=I)
trigger1= (!enemynear,ctrl && (enemynear,animtime=[-40,-20])) || random<100
trigger1= p2bodydist x=[90,120]
trigger1= p2dist x>=0
trigger1= p2statetype!=A && !enemynear,vel x
trigger1= enemynear,backedgedist<=20
trigger1= (helper(22222),p2dist x<50 && facing=1) || (helper(33333),p2dist x<50 && facing=-1)
trigger1= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
trigger1= enemynear,const(size.head.pos.y)<=-80
trigger1= random<200
trigger1= fvar(19):=2
trigger1= fvar(20):=1

[State -1, zankuu(ComboStart2)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= fvar(19)=2
triggerall= fvar(20)=1
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= prevstateno=44
trigger1= vel y>0
trigger1= pos y>=-100
trigger1= fvar(20):=2

[State -1, jump(ComboStart2)]
type=changestate
value=44
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl && (stateno!=[100,105])
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= fvar(19)=2
triggerall= fvar(20)=2
trigger1= p2bodydist x=[90-30,120+30]
trigger1= p2statetype!=A
trigger1= fvar(20):=3

[State -1, TKK(ComboStart2)]
type=changestate
value=IfElse(p2bodydist X < 0&&random%3>0,282,1203)
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall=  !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>10+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= fvar(19)=2
triggerall= fvar(20)=3
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= prevstateno=44
trigger1= p2bodydist x<p2bodydist y+30
trigger1= fvar(20):=4

[State -1, TKKCombo(ComboStart2)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= p2movetype!=H || !var(20)
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= fvar(19)=2
triggerall= fvar(20)=4
trigger1= stateno=282
trigger1= movecontact
trigger1= fvar(20):=5

[State -1, SHP(ComboStart2)];c4,f7
type=changestate
value=210
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24])
triggerall= fvar(19)=2
triggerall= fvar(20)=5
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= p2statetype=S
trigger1= fvar(20):=6

[State -1, hyakkishuu(ComboStart2)]
type=changestate
value=1300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= fvar(19)=2
triggerall= fvar(20)=6
trigger1= stateno=210
trigger1= movehit
trigger1= power>=1000
trigger1= fvar(20):=7

[State -1, ComboStart]
type = VarSet
trigger1= fvar(19)=2
trigger1= fvar(20)=5 && p2statetype!=S
trigger2= fvar(19)=2
trigger2= fvar(20)=6 && power<1000
trigger3= fvar(19)=2
trigger3= fvar(20)=7
fvar(19)= 0

;===========================================<ComboStart3>==============================================

[State -1, tenmashurettou(ComboStart3)]
type=changestate
value=1500
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= facing!=enemynear,facing || p2statetype=A
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= helper(33333),fvar(34)!=1500
trigger1= ctrl || ((stateno=[200,255]) && stateno!=207 && movecontact && p2movetype!=H) || ((stateno=[120,131]) && random<200)
trigger1= p2bodydist x=[-60,60]
trigger1= p2statetype!=A
trigger1= p2movetype=A && !(enemynear,hitdefattr=SCA,AA) && (p2stateno=[200,699])
trigger1= !enemy,numproj
trigger1= helper(33333),var(9)&2**4
trigger1= helper(33333),var(46)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= (helper(22222),p2dist x<50 && facing=1) || (helper(33333),p2dist x<50 && facing=-1)
trigger1= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
trigger1= power>=1000
trigger1= random<200 || var(59)>2

[State -1, jump(ComboStart3)]
type=changestate
value=44
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0))
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= ((p2movetype!=A || enemynear,animtime<-30) && (!inguarddist || !enemy,numproj)) || enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>20
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22 || !inguarddist
triggerall= power>=928
triggerall= fvar(19)=0
trigger1= ctrl || stateno=12345 || stateno=21
trigger1= p2bodydist x=[30,80]
trigger1= p2bodydist y=[-60,-30]
trigger1= enemynear,vel y=[-2,2]
trigger1= p2statetype=A && p2movetype=H
trigger1= (helper(22222),p2dist x<50 && facing=1) || (helper(33333),p2dist x<50 && facing=-1)
trigger1= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
trigger1= power<3000 || p2life>=550
trigger1= fvar(19):=3
trigger1= fvar(20):=1

[State -1, zankuu(ComboStart3)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= fvar(19)=3
triggerall= fvar(20)=1
trigger1= ctrl || stateno=120 || stateno=132
trigger1= prevstateno=44
trigger1= fvar(20):=2

[State -1, tenmashinzuiwari(ComboStart3)]
type=changestate
value=3300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3300
triggerall= power>=1000
triggerall= fvar(19)=3
triggerall= fvar(20)=2
trigger1= stateno=1050
trigger1= animelemtime(5)>=1
trigger1= numhelper(stateno+5)
trigger1= ifelse(stateno=3050, (helper(stateno+5),var(2)>=8), ifelse(stateno=3070, animelemtime(31)>=0, 1))
trigger1= helper(stateno+5),var(3)
trigger1= p2movetype=H && (p2stateno!=[120,155])
trigger1= fvar(20):=3

[State -1, ComboStart]
type = VarSet
trigger1= fvar(19)=3
trigger1= fvar(20)=3
fvar(19)= 0

;===========================================<ComboStart4>==============================================

[State -1, ComboStart]
type = VarSet
triggerall= fvar(19)=0
trigger1= ctrl || stateno=12345 || stateno=21
trigger1= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
trigger1= numhelper(33333)
trigger1= helper(33333),var(40)>=ifelse(numtarget,15,8) || var(20)>0 || var(24) || numtarget(3300)
trigger1= power>=910
trigger1= p2bodydist x=[-50,80]
trigger1= p2dist x>=0
trigger1= !vel x
trigger1= p2bodydist y<=-50-enemynear,vel y*15
trigger1= p2bodydist x>=10 || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= !enemynear,vel x || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
trigger1= !enemynear,canrecover
trigger1= fvar(12)>=0.3
trigger1= p2life>=180*fvar(12)
trigger1= random<100 || var(59)>2
fvar(19)= 4

[State -1, jump(ComboStart4)]
type=changestate
value=44
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0))
triggerall= fvar(19)=4
triggerall= fvar(20)=0
trigger1= ctrl || stateno=12345 || stateno=21
trigger1= p2bodydist x=[-50,80+30]
trigger1= p2dist x>=0
trigger1= p2bodydist y=[-80-enemynear,vel y*15,-50-enemynear,vel y*15]
trigger1= !enemynear,vel x || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= enemynear,vel y>=-3
trigger1= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
trigger1= fvar(19):=4
trigger1= fvar(20):=1

[State -1, AHK(ComboStart4)];!7,4
type=changestate
value=285
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && !inguarddist
triggerall= p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,45+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]
triggerall= p2dist y=[-30-enemynear,vel y*4,60+(!vel x)*15-enemynear,vel y*4]
triggerall= fvar(19)=4
triggerall= fvar(20)=1
trigger1= ctrl || stateno=120 || stateno=132
trigger1= fvar(20):=2

[State -1, zankuu(ComboStart4)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= fvar(19)=4
triggerall= fvar(20)=2
trigger1= stateno=285 && movecontact
trigger1= fvar(20):=3

[State -1, tenmashinzuiwari(ComboStart4)]
type=changestate
value=3300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3300
triggerall= power>=1000
triggerall= fvar(19)=4
triggerall= fvar(20)=3
trigger1= stateno=1050
trigger1= animelemtime(5)>=1
trigger1= numhelper(stateno+5)
trigger1= ifelse(stateno=3050, (helper(stateno+5),var(2)>=8), ifelse(stateno=3070, animelemtime(31)>=0, 1))
trigger1= helper(stateno+5),var(3)
trigger1= p2movetype=H && (p2stateno!=[120,155])
trigger1= fvar(20):=4

[State -1, ComboStart]
type = VarSet
trigger1= fvar(19)=4
trigger1= fvar(20)=4
fvar(19)= 0

;===========================================<aerial>==============================================

[State -1, aerialvar]
type = VarSet
trigger1= 1
fvar(18)= enemynear,vel x*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)*(1+(facing=enemynear,facing)*-2)

[State -1, misogi(aerial)];13
type=changestate
value=4100
triggerall= numhelper(33333)
triggerall= ((var(59)>=1 && var(59)<6) || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L
triggerall= power>=3000
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2bodydist y=[-600-enemynear,vel y*13,-61-enemynear,vel y*13]
trigger1= (enemynear,vel x=[-3,3]) || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= (enemynear,vel x=[-3,3]) || (helper(22222),p2dist x<50 && facing=1) || (helper(33333),p2dist x<50 && facing=-1)
trigger1= (enemynear,vel x=[-3,3]) || enemynear,vel y<=0 || (enemynear,vel x=[-1,1])
trigger1= p2life<550*(fvar(12)+.5*(var(37)>0))

[State -1, messatsugouhadou(aerial)];?
type=changestate
value=3999
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && p2statetype!=L && prevstateno!=3999
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= (stateno!=[100,105]) || anim=101
trigger1= p2stateno!=5101
trigger1= p2bodydist y>=-31-enemynear,vel y*(6+((p2bodydist x-6*fvar(18))/9.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((6+((p2bodydist x-6*fvar(18))/9.0*(p2bodydist x>=0)))**2)/2
trigger1= p2bodydist y<=-1-enemynear,vel y*(6+((ifelse(p2bodydist x-83<0,0,p2bodydist x-83)-6*fvar(18))/9.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((6+((ifelse(p2bodydist x-83<0,0,p2bodydist x-83)-6*fvar(18))/9.0*(p2bodydist x>=0)))**2)/2
trigger1= p2life<180*fvar(12)

[State -1, messatsugouhadou(aerial)];?
type=changestate
value=3000
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3000
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= (stateno!=[100,105]) || anim=101
trigger1= p2stateno!=5101
trigger1= p2bodydist y>=-31-enemynear,vel y*(6+((p2bodydist x-6*fvar(18))/9.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((6+((p2bodydist x-6*fvar(18))/9.0*(p2bodydist x>=0)))**2)/2
trigger1= p2bodydist y<=-1-enemynear,vel y*(6+((ifelse(p2bodydist x-83<0,0,p2bodydist x-83)-6*fvar(18))/9.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((6+((ifelse(p2bodydist x-83<0,0,p2bodydist x-83)-6*fvar(18))/9.0*(p2bodydist x>=0)))**2)/2
trigger1= p2life<180*fvar(12)

[State -1, hyakkishuu(aerial)]
type=changestate
value=1300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= (helper(33333),var(40)>=8) || var(20)>0 || var(24) || numtarget(3300)
triggerall= !fvar(19)
triggerall= ((stateno!=[100,105]) && power<1000 && p2bodydist x>=140+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2) && random<500) || p2life<132*fvar(12) || (power<1000 && fvar(12)<0.5)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= (facing!=enemynear,facing && enemynear,vel x<=0) || (facing=enemynear,facing && enemynear,vel x>=0)
trigger1= p2bodydist x=[140+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2),224+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2)]
trigger1= p2bodydist y>=-201-enemynear,vel y*(1+((p2bodydist x-1*fvar(18))/6.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((1+((p2bodydist x-1*fvar(18))/6.0*(p2bodydist x>=0)))**2)/2
trigger1= p2bodydist y<=-151+(p2bodydist x<=210+enemynear,vel x*30*(1+(enemy,p2dist x<0)*-2))*40-enemynear,vel y*(1+((p2bodydist x-1*fvar(18))/6.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((1+((p2bodydist x-1*fvar(18))/6.0*(p2bodydist x>=0)))**2)/2
trigger2= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger2= (facing!=enemynear,facing && enemynear,vel x<=0) || (facing=enemynear,facing && enemynear,vel x>=0)
trigger2= p2bodydist x=[70+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2),139+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2)]
trigger2= p2bodydist y>=-201-enemynear,vel y*(1+((p2bodydist x-1*fvar(18))/4.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((1+((p2bodydist x-1*fvar(18))/4.0*(p2bodydist x>=0)))**2)/2
trigger2= p2bodydist y<=-151+(p2bodydist x<=140+enemynear,vel x*30*(1+(enemy,p2dist x<0)*-2))*60-enemynear,vel y*(1+((p2bodydist x-1*fvar(18))/4.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((1+((p2bodydist x-1*fvar(18))/4.0*(p2bodydist x>=0)))**2)/2
trigger3= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger3= (facing!=enemynear,facing && enemynear,vel x<=0) || (facing=enemynear,facing && enemynear,vel x>=0)
trigger3= p2bodydist x=[0+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2),69+enemynear,vel x*30*(1+(facing=enemynear,facing)*-2)]
trigger3= p2bodydist y>=-201-enemynear,vel y*(1+((p2bodydist x-1*fvar(18))/2.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((1+((p2bodydist x-1*fvar(18))/2.0*(p2bodydist x>=0)))**2)/2
trigger3= p2bodydist y<=-151+(p2bodydist x<=70+enemynear,vel x*30*(1+(enemy,p2dist x<0)*-2))*80-enemynear,vel y*(1+((p2bodydist x-1*fvar(18))/2.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((1+((p2bodydist x-1*fvar(18))/2.0*(p2bodydist x>=0)))**2)/2

[State -1, taunt(aerial)];13
type=null;changestate
value=1100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= !var(37)
triggerall= roundstate=2 && statetype!=A && prevstateno!=195
triggerall= p2bodydist x=[-50,10+enemynear,vel x*13*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)]
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= (helper(33333),var(40)>=1) || var(20)>0 || var(24) || numtarget(3300)
triggerall= !helper(33333),var(23)
triggerall= helper(33333),var(24)!=195
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2bodydist y=[-60-enemynear,vel y*13,-41-enemynear,vel y*13]
trigger1= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= enemynear,vel y>0
trigger1= !enemynear,canrecover
trigger1= random<700 || var(59)>2

[State -1, tereport(aerial)]
type=null;changestate
value=1800
triggerall= numhelper(33333)
triggerall= (var(59)>=4 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2
trigger1= ((Ctrl || stateNo=240) && (Enemynear,animTime < -35 || EnemyNear,vel X != 0 || enemynear,hitdefattr= ,AP) && ((enemynear,stateno=[200,2999]) || (enemynear,stateno=[3000,4999])&&enemynear,vel X >=0))
trigger1= enemynear,movetype=A
trigger1= enemynear,facing!=facing || stateNo=240
trigger1= ((enemynear,vel Y < -1 && enemynear,pos Y < -5) || (enemynear,vel Y > 0 && enemynear,pos Y < -50) && sysvar(2)=0) || enemynear,statetype!=A
trigger2= numHelper(3005)
trigger2= helper(3005),moveHit
trigger2= stateNo = 3000 || Ctrl
trigger2= var(5):=5 || 1

[State 52, 4]
type = ChangeState
value = 3000
triggerall = var(59)>6
triggerall = statetype != A
triggerall = numHelper(1005)
triggerall = Helper(1005),moveHit
triggerAll = power=[1000,1999]
trigger1= ctrl||stateNo=1000

[State -1, ^E_(aerial)]
type=changestate
value=ifelse(power<2000 || (power<3000 && stateNo = 1400),3480,ifelse(power < 3000,3999,40000))
triggerall= numhelper(33333)
triggerall= (var(59)>=3 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2
triggerall= enemyNear,Pos Y > -80 || enemyNear,StateType != A
triggerall= ctrl || stateNo = 1400 || stateNo = [120,140]
triggerall= power > 999
triggerall= p2BodyDist X < 50
triggerall= p2Dist X > -10
triggerall= stateType!= A || power>1999
trigger1= var(59) > 6
trigger1= enemyNear,AnimTime< -3 || enemyNear,AnimTime>0
trigger1= enemyNear,stateNo > 199 && enemyNear,StateNo < 5000
trigger1= (!enemynear,Ctrl && enemyNear,MoveType != I)
trigger1= enemyNear,AnimElemTime(2) > -4 && enemynear,Time > 3

[State -1, tereport(aerial)]
type=changestate
value=1800
triggerall= numhelper(33333)
triggerall= (var(59)>=4 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2
triggerall= facing != enemynear,facing
triggerall= enemyNear,Pos Y < -50 && vel Y < -6 || enemyNear,StateType != A
triggerall= ctrl || (stateNo = [120,140])
trigger1= var(5):=5 || 1
trigger1= numHelper(3005)
trigger1= helper(3005),moveHit
trigger1= stateNo = 3000
trigger2= var(59) > 6
trigger2= enemyNear,AnimTime< -37+(var(1))*2 || enemyNear,AnimTime>0
trigger2= enemyNear,stateNo > 199 && enemyNear,StateNo < 5000; || (NumHelper(1005) && helper(1005),moveHit) || (NumHelper(1055) && helper(1055),moveHit)
trigger2= (!enemynear,Ctrl && enemyNear,MoveType != I) || (enemyNear,Pos Y < -50 && vel Y < 0)
trigger2= enemyNear,Time > 3
trigger2= p2bodydist X > 50
trigger2= var(5):=5 || 1

[State -1, ashurasenkuu(aerial)]
type=changestate
value=1400
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= statetype!=A && roundstate=2
trigger1= stateno=195 && animelemtime(6)>=0 && animelemtime(20)<0 && movecontact
trigger1= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= var(10):=3

[State -1, tatsumakizankuukyaku(aerial)];9
type=changestate
value=1200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= p2bodydist x=[-20,80+enemynear,vel x*9*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)]
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= (helper(33333),var(40)>=8*(prevstateno!=255)+7) || var(20)>0 || var(24) || numtarget(3300)
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(24)!=1200
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2bodydist y>=-86+(p2bodydist x<=30+enemynear,vel x*2*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1))*50-enemynear,vel y*9
trigger1= p2bodydist y<=-51+(p2bodydist x<=30+enemynear,vel x*2*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1))*50-enemynear,vel y*9
trigger1= enemynear,vel y>0
trigger1= p2life>=200*fvar(12) || power<1000
trigger1= random<700 || var(59)>2

[State -1, goushoryuuken(aerial)]
type=changestate
value=1100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= p2bodydist x=[-50,80+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)]
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= (helper(33333),var(40)>=7) || var(20)>0 || var(24) || numtarget(3300)
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(24)!=1100
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2bodydist x=[-50,40-(enemynear,p2dist x<0)*10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)]
trigger1= p2bodydist y=[-21-enemynear,vel y*3,-1-enemynear,vel y*3]
trigger1= enemynear,vel y>0
trigger1= random<700 || var(59)>2

[State -1, jump for zankuu(aerial)]
type=changestate
value=42
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0))
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= p2dist x>=0+enemynear,vel x*10*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(24)!=1050
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= !(helper(33333),var(40)>=7 || var(20)>0 || var(24) || numtarget(3300))
trigger1= enemynear,vel y>0 && enemynear,vel y<10
trigger1= enemynear,vel x<=0 && enemynear,vel x>=-10
trigger1= p2bodydist x=[-50,90+enemynear,vel x*10*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)]
trigger1= p2bodydist y=[-90-enemynear,vel y*10,-31-enemynear,vel y*10]
trigger1= numhelper(22222) && numhelper(33333)
trigger1= p2bodydist y<-40-enemynear,vel y*10 || (helper(22222),rootdist x>=160 && facing=1) || (helper(33333),rootdist x>=160 && facing=-1)
trigger1= p2life>=200*fvar(12) || power<1000
trigger1= random<700 || var(59)>2
trigger2= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger2= p2bodydist x>80+enemynear,vel x*9*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
trigger2= enemynear,vel y>0 && enemynear,vel y<10
trigger2= enemynear,vel x<=0 && enemynear,vel x>=-10
trigger2= p2bodydist x=[-50,90+enemynear,vel x*10*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)]
trigger2= p2bodydist y=[-90-enemynear,vel y*10,-31-enemynear,vel y*10]
trigger2= numhelper(22222) && numhelper(33333)
trigger2= p2bodydist y<-40-enemynear,vel y*10 || (helper(22222),rootdist x>=160 && facing=1) || (helper(33333),rootdist x>=160 && facing=-1)
trigger2= p2life>=200*fvar(12) || power<1000
trigger2= random<700 || var(59)>2
trigger3= stateno=12345 && prevstateno=52 && time=1 && random<500
trigger3= !((helper(33333),var(40)>=8*(prevstateno!=255)+7) || var(20)>0 || var(24) || numtarget(3300))
trigger3= enemynear,vel y>=-10 && enemynear,vel y<10
trigger3= enemynear,vel x<=0 && enemynear,vel x>=-10
trigger3= p2bodydist x=[-50,90+enemynear,vel x*10*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)]
trigger3= p2bodydist y=[-100-enemynear,vel y*10,-31-enemynear,vel y*10]
trigger3= numhelper(22222) && numhelper(33333)
trigger3= p2life>=200*fvar(12) || power<1000
trigger3= p2bodydist y<-40-enemynear,vel y*10 || (helper(22222),rootdist x>=160 && facing=1) || (helper(33333),rootdist x>=160 && facing=-1)

[State -1, zankuuCombo(aerial)]
type=changestate
value=1050
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= !fvar(19)
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= prevstateno=42
trigger1= p2dist y>=-50

[State -1, gouhadouken(aerial)]
type=changestate
value=1000
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= helper(33333),var(40)<ifelse((p2movetype=H && p2statetype=A),7,9) || p2bodydist y>-21-enemynear,vel y*3 || p2bodydist x>80+enemynear,vel x*9*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(24)!=1000
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= (stateno!=[100,105]) || anim=101
trigger1= p2stateno!=5101
trigger1= numhelper(22222) && numhelper(33333)
trigger1= p2bodydist y>=-31-enemynear,vel y*(6+((p2bodydist x-6*fvar(18))/6.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((6+((p2bodydist x-6*fvar(18))/6.0*(p2bodydist x>=0)))**2)/2
trigger1= p2bodydist y<=-1-enemynear,vel y*(6+((ifelse(p2bodydist x-78<0,0,p2bodydist x-78)-6*fvar(18))/6.0*(p2bodydist x>=0)))-enemynear,gethitvar(yaccel)*((6+((ifelse(p2bodydist x-78<0,0,p2bodydist x-78)-6*fvar(18))/6.0*(p2bodydist x>=0)))**2)/2
trigger1= (p2bodydist y>=-21-enemynear,vel y*3 && p2bodydist y>=-40) || p2bodydist x>40-(enemynear,p2dist x<0)*10 || !((helper(33333),var(40)>=7) || var(20)>0 || var(24) || numtarget(3300))
trigger1= enemynear,vel y>0
trigger1= p2life>=200*fvar(12) || power<1000

[State -1, run/dash(aerial)]
type=changestate
value=100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= stateno!=[100,105]
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= (helper(33333),var(40)>=ifelse((p2movetype=H && p2statetype=A),7,9)) || var(20)>0 || var(24) || numtarget(3300)
trigger1= p2bodydist x>40-10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
trigger1= p2bodydist x>40-(enemynear,p2dist x<0)*10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1) || enemynear,backedgedist>1 || enemynear,frontedgebodydist>1
trigger1= p2bodydist x>40-(enemynear,p2dist x<0)*10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1) || (enemynear,p2dist x>=0 && enemynear,vel x<0) || (enemynear,p2dist x<0 && enemynear,vel x>0)
trigger1= p2bodydist x>90+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1) || (p2bodydist y>=-50-(p2bodydist x/7.0)-enemynear,vel y*6)
trigger1= p2bodydist y<-21-enemynear,vel y*3
trigger1= p2life>=200*fvar(12) || power<1000
trigger2= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger2= p2stateno!=5101
trigger2= numhelper(22222) && numhelper(33333)
trigger2= enemynear,backedgedist>1 && ((helper(22222),p2dist x<100 && facing=1) || (helper(33333),p2dist x<100 && facing=-1))
trigger2= p2bodydist y>=-26-p2bodydist x*(p2bodydist x>=0)*1.5-(-enemynear,vel x*(1+(facing=enemynear,facing)*-2)*(enemynear,backedgedist>1)*10)*(p2bodydist x>=0)*1.5-enemynear,vel y*6
trigger2= p2bodydist y<=-1-p2bodydist x/5*(p2bodydist x>=0)-enemynear,vel y*6
trigger2= p2statetype=A && p2movetype=H && enemynear,vel y>0
trigger2= p2life>=200*fvar(12) || power<1000

[State -1, run/dash(aerial)]
type=changestate
value=1202
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (prevStateno!=[1202,1203]) && (Stateno!=[1202,1203])
triggerall= stateno!=[100,105]
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= !fvar(19)
triggerall= var(59)>1 || random<333
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= (helper(33333),var(40)>=ifelse((p2movetype=H && p2statetype=A),7,9)) || var(20)>0 || var(24) || numtarget(3300)
trigger1= p2bodydist x>40-10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
trigger1= p2bodydist x>40-(enemynear,p2dist x<0)*10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1) || enemynear,backedgedist>1 || enemynear,frontedgebodydist>1
trigger1= p2bodydist x>40-(enemynear,p2dist x<0)*10+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1) || (enemynear,p2dist x>=0 && enemynear,vel x<0) || (enemynear,p2dist x<0 && enemynear,vel x>0)
trigger1= p2bodydist x>90+enemynear,vel x*3*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1) || (p2bodydist y>=-50-(p2bodydist x/7.0)-enemynear,vel y*6)
trigger1= p2bodydist y<-21-enemynear,vel y*3
trigger1= p2life>=200*fvar(12) || power<1000
trigger2= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger2= p2stateno!=5101
trigger2= numhelper(22222) && numhelper(33333)
trigger2= enemynear,backedgedist>1 && ((helper(22222),p2dist x<100 && facing=1) || (helper(33333),p2dist x<100 && facing=-1))
trigger2= p2bodydist y>=-26-p2bodydist x*(p2bodydist x>=0)*1.5-(-enemynear,vel x*(1+(facing=enemynear,facing)*-2)*(enemynear,backedgedist>1)*10)*(p2bodydist x>=0)*1.5-enemynear,vel y*6
trigger2= p2bodydist y<=-1-p2bodydist x/5*(p2bodydist x>=0)-enemynear,vel y*6
trigger2= p2statetype=A && p2movetype=H && enemynear,vel y>0
trigger2= p2life>=200*fvar(12) || power<1000

[State -1, hyakkishuu_down(aerial)]
type=changestate
value=1300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= p2statetype!=L || p2stateno=5120
triggerall= p2dist x>=0
triggerall= p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])
triggerall= helper(33333),var(40)<ifelse((p2movetype=H && p2statetype=A),7,9) || p2bodydist y>-21-enemynear,vel y*3 || p2bodydist x>80+enemynear,vel x*9*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(23)>=1 || enemynear,canrecover || p2dist x<0 || p2bodydist x>15 || p2bodydist y>=-40-enemynear,vel y*13 || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1)
triggerall= helper(33333),var(24)!=[1300,1305]
triggerall= !fvar(19)
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2bodydist y>-1-p2bodydist x/5*(p2bodydist x>=0)-enemynear,vel y*6
trigger1= enemynear,vel y>=0
trigger1= !enemynear,canrecover
trigger1= p2bodydist x>=50 || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= enemynear,vel x>=-6 || (helper(22222),rootdist x<200 && facing=1) || (helper(33333),rootdist x<200 && facing=-1)
trigger1= !numhelper(3005)
trigger1= !helper(33333),var(25)
trigger1= (random<60 && var(59)=2) || (random<30 && var(59)=1) || var(59)>2

[State -1, Floor Throw]
type=changestate
value=7776
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype=S
trigger1= p2statetype=L && p2stateno!=5120
trigger1= (p2bodydist x=[-10,24]) && p2dist y=0
trigger1= numhelper(33333) && numhelper(22222)
trigger1= p2stateno!=5110 || !helper(33333),var(23) || enemynear,vel x || enemynear,vel y
trigger1= helper(22222),fvar(22)!=830
trigger1= (ctrl || (stateno=[21,28])) && (random<666 || p2life<100*fvar(11) || var(59)>2)


[State -1, CMK_down(aerial)];6
type=changestate
value=250
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,65+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && (p2stateno!=[5110,5120])
triggerall= p2dist x>=0
triggerall= (p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])) || p2statetype=L
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= (helper(33333),var(40)>=ifelse(numtarget,15,8)) || var(20)>0 || var(24) || numtarget(3300)
triggerall= !fvar(19)
triggerall= helper(22222),fvar(22)!=250
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2bodydist y>=0-enemynear,vel y*6
trigger1= enemynear,vel y>=0
trigger1= !helper(33333),var(25)
trigger1= (random<200 && var(59)=2) || (random<100 && var(59)=1) || var(59)>2

[State -1, CLK_down(aerial)];2
type=changestate
value=245
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,45+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]) && (p2dist y=[-50-enemynear,vel y*2,50])
triggerall= p2dist x>=0
triggerall= (p2statetype=A && p2movetype=H && enemynear,hitfall && (p2stateno!=[120,155])) || p2statetype=L
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= (helper(33333),var(40)>=ifelse(numtarget,15,8)) || var(20)>0 || var(24) || numtarget(3300)
triggerall= !fvar(19)
triggerall= helper(22222),fvar(22)!=245
trigger1= ctrl || stateno=12345 || stateno=21 || stateno=740
trigger1= p2stateno=5110
trigger1= enemynear,time<10
trigger1= !helper(33333),var(25)
trigger1= (random<200 && var(59)=2) || (random<100 && var(59)=1) || var(59)>2

;===========================================<S.Combo>==============================================

[State -1, SLP(s.combo)]
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= p2bodydist x=25 && p2statetype=S && prevstateno!=200
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= (p2stateno!=[120,155]) || random<500
triggerall = enemynear,animtime>=-2-1 || helper(33333),var(9)&2**2
triggerall= !fvar(19)
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl || (stateno=[21,22]) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= helper(33333),fvar(34)!=200

[State -1, jump(s.combo)]
type=changestate
value=43
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0))
triggerall= !inguarddist
triggerall= (p2bodydist x=[-20,45])
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= !fvar(19)
trigger1= stateno=12345 && prevstateno=200 && p2statetype!=A && p2movetype=H && enemynear,gethitvar(hittime)>=5-1

[State -1, ALP(s.combo)]
type=changestate
value=260
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[-20,45+(enemynear,backedgedist<=1)*10]) && (p2dist y=[-50,40]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= prevstateno=43
triggerall= !fvar(19)
trigger1= ctrl
trigger1= p2movetype=H
trigger1= var(9)!=2
trigger1= vel x>0

[State -1, zankuuhadouken(s.combo)]
type=changestate
value=ifelse((ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)),1050,1250)
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= p2dist x>=0
triggerall= !fvar(19)
trigger1= stateno=260 && vel y<0 && p2statetype!=A
trigger1= movecontact=1

[State -1, TKK(s.combo)]
type=changestate
value=282
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= !fvar(19)
trigger1= stateno=1050 && animelemtime(3)>=2
trigger1= prevstateno=260 && vel y<0
trigger1= p2statetype!=A

;===========================================<Super>==============================================

[State -1, landtimevar];t=(-v0+(v0^2-2a(x0-x)))/a
type = VarSet
trigger1= 1
fvar(18)= (-enemynear,vel y+(enemynear,vel y**2-2*enemynear,const(movement.yaccel)*ifelse(enemynear,pos y-0>0,0,enemynear,pos y-0))**.5)/enemynear,const(movement.yaccel)

[State -1, SHPpower3];c4,f7
type=changestate
value=3845
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= power>2999
triggerall= (p2bodydist x=[25,70+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7]) && (p2dist y=[-40-enemynear,vel y*7,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-7-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>7+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=210
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[61+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7-random%30*(var(59)=1),70+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7]) || (stateno=[700,701])
trigger1= (p2bodydist x=[25,70+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-7)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, shin shoryuken];?
type=changestate
value=3480
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && p2statetype!=L
triggerall= power>=1000
triggerall= !enemynear,ctrl || var(59)=1
;triggerall= (p2stateno!=[40,49])
triggerall= (p2bodydist x=[-60,50])
triggerall=statetype!=A
triggerall=enemynear,statetype!=A || p2bodydist Y < -60
;triggerall= IfElse(abs(enemynear,pos Y)>abs(pos Y),(abs(enemynear,pos y)-abs(pos y)=[40,100]),(abs(pos y)-abs(enemynear,pos y)=[40,100]))
;triggerall= enemynear,vel y=0 || (enemynear,vel y>0 && enemynear,vel x<0)
triggerall= (p2movetype!=A || life<333 || life<p2life || p2life<550 || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= p2movetype=A || p2stateno>=200 || var(59)=1
triggerall= life-p2life>=333 || p2stateno>=200 || var(59)=1
triggerall= enemynear,animtime<0+(random%3)*(var(59)<3)-(p2bodydist x/10)-(life<500||life<p2life||var(59)>2)*10-(life<333||p2life-life>=333||var(59)>2)*10 || var(59)=1
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= numhelper(55555)
triggerall= (enemynear,hitdefattr=SCA,AA,AP) || enemy,numproj || (helper(55555),var(58)&2**20) || (p2stateno=[200,699]) || (p2movetype!=A && (p2stateno<1000 || enemynear,anim<200))
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=4000
triggerall= (p2movetype!=H || ((p2stateno=[120,155]) && var(59)=1)) && var(59) < 4 || var(59) > 3
trigger1= ctrl || (stateno=[120,131]) || (((stateno!=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact)
trigger1= p2bodydist x=[0,90+(p2movetype=A)*30]
trigger1= p2statetype!=A || (enemynear,vel y>0 && enemynear,pos y>=const(size.height)*-1 && (p2movetype=A || (p2stateno=[120,155])) && fvar(18)<20)
trigger1= life-p2life<333 || p2life<550 || var(59)>2
trigger1= random<180*(1+(life<333||var(59)>2)+(p2stateno>=3000)+(p2life<550))
trigger2= stateno=1400 && animelemtime(6)>=0 && (time>=20 || life<333 || var(59)>2)
trigger2= p2bodydist x=[31,120]
trigger2= p2statetype!=A || (enemynear,vel y>0 && enemynear,pos y>=const(size.height)*-1 && (p2movetype=A || (p2stateno=[120,155])) && fvar(18)<20)
trigger2= life-p2life<333 || p2life<550 || var(59)>2
trigger2= random<180*(1+(life<333||var(59)>2)+(p2stateno>=3000)+(p2life<550)+(enemynear,p2dist x<0))
;Ԃ
trigger3= ctrl
trigger3= var(59)=1
;trigger3= p2statetype!=A || (p2bodydist y>=-30 && enemynear,vel y>0)
trigger3= p2movetype=I || ((p2stateno=[120,155]) && enemynear,gethitvar(hittime)<10)
trigger3= enemynear,p2dist x>=0
trigger3= numhelper(33333)
trigger3= !helper(33333),var(30)
trigger3= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger3= random<30

[State -1, shungokusatsu];?
type=changestate
value=4000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && p2statetype!=L
triggerall= power>=3000
triggerall= !enemynear,ctrl || var(59)=1
;triggerall= (p2stateno!=[40,49])
triggerall= (p2bodydist x=[-160,160])
triggerall= IfElse(abs(enemynear,pos Y)>abs(pos Y),(abs(enemynear,pos y)-abs(pos y)=[40,100]),(abs(pos y)-abs(enemynear,pos y)=[40,100]))
;triggerall= enemynear,vel y=0 || (enemynear,vel y>0 && enemynear,vel x<0)
triggerall= (p2movetype!=A || life<333 || life<p2life || p2life<550 || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= p2movetype=A || p2stateno>=200 || var(59)=1
triggerall= life-p2life>=333 || p2stateno>=200 || var(59)=1
triggerall= enemynear,animtime<0+(random%3)*(var(59)<3)-(p2bodydist x/10)-(life<500||life<p2life||var(59)>2)*10-(life<333||p2life-life>=333||var(59)>2)*10 || var(59)=1
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= numhelper(55555)
triggerall= (enemynear,hitdefattr=SCA,AA,AP) || enemy,numproj || (helper(55555),var(58)&2**20) || (p2stateno=[200,699]) || (p2movetype!=A && (p2stateno<1000 || enemynear,anim<200))
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=4000
triggerall= (p2movetype!=H || ((p2stateno=[120,155]) && var(59)=1)) && var(59) < 4 || var(59) > 3
trigger1= ctrl || (stateno=[120,131]) || ((stateno=[200,255]) && stateNo != 210 && stateNo != 225 && stateNo != 240 && stateNo != 255 && stateno!=207 && movecontact)
trigger1= p2bodydist x=[0,90+(p2movetype=A)*30]
trigger1= p2statetype!=A || (enemynear,vel y>0 && enemynear,pos y>=const(size.height)*-1 && (p2movetype=A || (p2stateno=[120,155])) && fvar(18)<20)
trigger1= life-p2life<333 || p2life<550 || var(59)>2
trigger1= random<180*(1+(life<333||var(59)>2)+(p2stateno>=3000)+(p2life<550))
trigger2= stateno=1400 && animelemtime(6)>=0 && (time>=20 || life<333 || var(59)>2)
trigger2= p2bodydist x=[31,120]
trigger2= p2statetype!=A || (enemynear,vel y>0 && enemynear,pos y>=const(size.height)*-1 && (p2movetype=A || (p2stateno=[120,155])) && fvar(18)<20)
trigger2= life-p2life<333 || p2life<550 || var(59)>2
trigger2= random<180*(1+(life<333||var(59)>2)+(p2stateno>=3000)+(p2life<550)+(enemynear,p2dist x<0))
;Ԃ
trigger3= ctrl
trigger3= var(59)=1
;trigger3= p2statetype!=A || (p2bodydist y>=-30 && enemynear,vel y>0)
trigger3= p2movetype=I || ((p2stateno=[120,155]) && enemynear,gethitvar(hittime)<10)
trigger3= enemynear,p2dist x>=0
trigger3= numhelper(33333)
trigger3= !helper(33333),var(30)
trigger3= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger3= random<30

[State -1, misogi];13
type=changestate
value=4100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L
triggerall= power>=3000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= p2stateno!=[5030,5119]
triggerall= (enemynear,vel x=[-3,3]) || movetype=A
triggerall= enemynear,vel y<4
triggerall= movetype=A || !(enemynear,hitfall) || enemynear,stateno=5210
triggerall= p2statetype=A || p2movetype=H || life-p2life<333 || p2life<550*fvar(12)
triggerall= (p2movetype!=A || p2stateno>=1000 || life<333 || p2life-life>=333 || p2statetype=A || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= p2bodydist y>=-240
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=4100
;_L߂␳
triggerall= random<100*(1+(p2life<550*fvar(12))+(enemynear,time>=30)+(enemynear,time>=60)+(life<500)+(life<333)+(life<p2life)+(p2life-life>=333)+(var(59)>2)) || p2movetype!=A || p2statetype=A || p2stateno>=3000
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= (enemynear,statetype=S || enemynear,statetype=C)
trigger1= enemynear,movetype=A
trigger1= p2statetype=A || enemynear,animtime<-13+(random%3)*(var(59)<3)
trigger1= life-p2life<333 ||p2life<550*fvar(12) || var(59)>2
trigger1= random<180*(1+(life<333||var(59)>2)+(p2stateno>=3000)+(p2life<550*fvar(12)))
trigger2= ctrl && enemynear,statetype=A
trigger2= enemynear,pos y<=-30
trigger2= (enemynear,pos y<=-60 && enemynear,movetype=A) || (enemynear,stateno=5210 && enemynear,vel y<0)
trigger2= life-p2life<333 ||p2life<550*fvar(12) || var(59)>2
trigger2= random<300*(1+(p2life<550*fvar(12)))

[State -1, kkz];13
type=changestate
value=4200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=4200
triggerall= !numhelper(4205)
triggerall= power>=2000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-30,30+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-120,0])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<320*fvar(12) || (p2movetype!=A && var(59)=1)
triggerall= (p2movetype!=A || life<333 || life<p2life || p2life<320*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= movetype=A || var(57)<=0
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<320*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<320*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=4200
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= p2movetype=A && inguarddist
trigger1= p2stateno>=1000
trigger1= p2statetype=A || enemynear,animtime<-13+(random%3)*(var(59)<3)
trigger1= p2life<320*fvar(12) || life-p2life<333
trigger1= random<120*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<320*fvar(12)))
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= enemynear,p2dist x>=0
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)

[State -1, tkj];13
type=changestate
value=4300
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4300
triggerall= !numhelper(4305)
triggerall= power>=2000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-80,80+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-60,0])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<290*fvar(12) || (p2movetype!=A && var(59)=1)
triggerall= (p2movetype!=A || life<333 || life<p2life || p2life<290*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<290*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<290*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=4300
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= p2movetype=A && inguarddist
trigger1= p2stateno>=1000
trigger1= p2statetype=A || enemynear,animtime<-13+(random%3)*(var(59)<3)
trigger1= p2bodydist x>30+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))
trigger1= p2life<290*fvar(12) || life-p2life<333
trigger1= random<120*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<290*fvar(12)))
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)

[State -1, tenmagouzankuu2];?
type=changestate
value=3070
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3070
triggerall= !numhelper(3075)
triggerall= power>=2000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+90]) && (p2dist y=[-20,p2bodydist x+60])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<300*fvar(12) || (p2movetype!=A && var(59)=1)
triggerall= frontedgebodydist>=90
triggerall= (p2movetype!=A || life<333 || life<p2life || p2life<300*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<300*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<300*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3070
trigger1= ctrl
trigger1= p2bodydist x=[0,140]
trigger1= enemynear,movetype=A
trigger1= p2statetype=A || enemynear,animtime<-30+(random%3)*(var(59)<3)
trigger1= p2life<300*fvar(12) || life-p2life<333
trigger1= (p2bodydist x=[p2bodydist y-30,p2bodydist y+30]) && (p2dist y=[0,p2bodydist x+30])
trigger1= pos y<-90
trigger1= random<120*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<300*fvar(12)))
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, messatsugoushoryuu];6
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3100
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-10,70+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*6*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-40,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= (life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<220*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)) && var(59)<6
triggerall= p2life>=160*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<220*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**2)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<220*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<220*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3100
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A
trigger1= (life<p2life || power>=3000 || p2life<220*fvar(12) || var(59)>2) && var(59)<6
trigger1= random<60*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<220*fvar(12)))
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2statetype=A
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, messatsugourasen];5
type=changestate
value=3200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && (prevstateno!=[3200,3250])
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-30,45+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*5*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-60,0])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<200*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= p2life>=150*fvar(12)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<200*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<200*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3200
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A && (p2statetype=A || enemynear,animtime<-5+(random%3)*(var(59)<3))
trigger1= p2bodydist x=[-20,20]
trigger1= (life<p2life || power>=3000 || p2life<200*fvar(12) || var(59)>2) && var(59)<6
trigger1= random<60*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<200*fvar(12)))
trigger2= stateno=12345 || stateno=21
trigger2= (p2bodydist x=[-20,20]) && (p2bodydist y=[-20-enemynear,vel y*5,-10-enemynear,vel y*5])
trigger2= p2statetype=A && enemynear,vel y>0
trigger2= (life<333 || life<p2life || p2life<200*fvar(12) || power>=3000 || var(59)>2) && var(59)<6
trigger2= random<200*(1+(var(59)>2)+(p2life<200*fvar(12)))
;Ԃ
trigger3= ctrl
trigger3= var(59)=1
trigger3= p2statetype=A
trigger3= p2movetype!=H
trigger3= numhelper(33333)
trigger3= !helper(33333),var(30)
trigger3= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger3= random<10*(power/1000)/2

[State -1, tenmashinzuiwari];?
type=changestate
value=3300
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3300 && !var(57)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+30]) && (p2dist y=[10,p2bodydist x+30]) && pos y<-40 && (enemynear,vel y=[-30,5])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<140*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<140*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<140*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<140*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3300
trigger1= ctrl && enemynear,movetype=A
trigger1= random<60*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<140*fvar(12)))
trigger1= (life<p2life || power>=3000 || p2life<140*fvar(12) || var(59)>2) && var(59)<6
trigger1= p2statetype=A || enemynear,animtime<-(p2bodydist x+p2bodydist y)/10+(random%3)*(var(59)<3)
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, tenmagouzankuu];?
type=changestate
value=ifelse(power>=3000 && prevstateno!=3070 && !numhelper(3075) && movetype=A && random<666,3070,3050)
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3050
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+90]) && (p2dist y=[-20,p2bodydist x+60]) && (enemynear,vel y=[-30,3])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3050
trigger1= ctrl && pos y<-40 && enemynear,movetype=A
trigger1= (life<p2life || power>=3000 || p2life<180*fvar(12) || var(59)>2) && var(59)<6
trigger1= p2statetype=A || enemynear,animtime<-(p2bodydist x+p2bodydist y)/10+(random%3)*(var(59)<3)
trigger1= random<60*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<180*fvar(12)))
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, messatsugouhadou];?
type=changestate
value=3999
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3999
triggerall= !numhelper(3005) && !numhelper(3055) && !numhelper(3085)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && (p2dist y=[-40,0]) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3000
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A
trigger1= p2statetype!=A || enemynear,vel y>0
trigger1= p2bodydist x=[-10,180]
trigger1= p2stateno<3000 || (enemynear,hitdefattr=SCA,AA,AT,AP)
trigger1= random<60/3*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<180*fvar(12)))
trigger1= (life<p2life || power>=3000 || p2life<180*fvar(12) || var(59)>2) && var(59)<6
trigger1= p2statetype=A || enemynear,animtime<-6+(random%3)*(var(59)<3)
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, messatsugouhadou];?
type=changestate
value=3845
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3845
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=3000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && (p2dist y=[-40,0]) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || p2life<180*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3845
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A
trigger1= p2statetype!=A || enemynear,vel y>0
trigger1= p2bodydist x=[-10,90]
trigger1= p2stateno<3000 || (enemynear,hitdefattr=SCA,AA,AT,AP)
trigger1= random<60/3*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<180*fvar(12)))
trigger1= (life<p2life || power>=3000 || p2life<180*fvar(12) || var(59)>2) && var(59)<6
trigger1= p2statetype=A || enemynear,animtime<-6+(random%3)*(var(59)<3)
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, messatsugouhadou];?
type=changestate
value=3480
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3480
triggerall= power>=1000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && (p2dist y=[-80,-50]) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3480
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A
trigger1= p2statetype!=A || enemynear,vel y>0
trigger1= p2bodydist x<60
trigger1= p2stateno<3000 || (enemynear,hitdefattr=SCA,AA,AT,AP)
trigger1= random<60/3*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<180*fvar(12)))
trigger1= (life<p2life || power>=3000 || p2life<180*fvar(12) || var(59)>2) && var(59)<6
trigger1= p2statetype=A || enemynear,animtime<-3+(random%3)*(var(59)<3)
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

[State -1, messatsugouhadou];?
type=changestate
value=3000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3000
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000
triggerall= !enemynear,ctrl || var(59)=1
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && (p2dist y=[-40,0]) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2 || (p2movetype!=A && var(59)=1)
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || helper(33333),var(9)&2**4
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12) || var(59)<3;boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12) || var(59)<3;boss
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=3000
trigger1= ctrl || (stateno=[120,131]) || (((stateno=[200,255]) || stateno=1100 || stateno=1305 || stateno=1505) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A
trigger1= p2statetype!=A || enemynear,vel y>0
trigger1= p2bodydist x=[-10,180]
trigger1= p2stateno<3000 || (enemynear,hitdefattr=SCA,AA,AT,AP)
trigger1= random<60/3*(1+(var(59)>2)+(p2stateno>=3000)+(p2life<180*fvar(12)))
trigger1= (life<p2life || power>=3000 || p2life<180*fvar(12) || var(59)>2) && var(59)<6
trigger1= p2statetype=A || enemynear,animtime<-6+(random%3)*(var(59)<3)
;Ԃ
trigger2= ctrl
trigger2= var(59)=1
trigger2= p2movetype!=H
trigger2= numhelper(33333)
trigger2= !helper(33333),var(30)
trigger2= enemynear,stateno<200 || enemynear,anim<200 || enemynear,movetype=A
trigger2= random<10*(power/1000)/2

;===========================================<Hadou-Avoid>==============================================

[State -1, hadou-avoid(tatsumaki)]
type=changestate
value=1200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= prevstateno!=[700,702]
triggerall= numhelper(33333)
triggerall= !(helper(33333),var(52))
triggerall= numhelper(55555)
triggerall= life>=200
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=100 || (stateno=[21,22]) || stateno=23456 || stateno=120 || (stateno=[130,131]))
trigger1= helper(55555),var(58)&2**3 || (enemy,numproj && inguarddist)
trigger1= helper(55555),fvar(0)>=4
trigger1= (p2bodydist x<=60 && p2stateno>=1000 && enemynear,animtime<-10) || p2bodydist x>=160
trigger1= random<50/5*(enemy,numproj+helper(55555),fvar(0))*3;(1+(life<700)+(life<500||life<p2life)+(life<333||p2life-life>=333))

[State -1, hadou-avoid(roll)]
type=changestate
value=ifelse(enemynear,backedgedist>=90 && random<500,1400,720)
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= prevstateno!=[700,702]
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= !(helper(33333),var(59))
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=100 || (stateno=[21,22]) || stateno=23456 || stateno=120 || (stateno=[130,131]))
trigger1= helper(55555),var(58)&2**8 || (enemy,numproj && inguarddist)
trigger1= (p2stateno>=1000 && enemynear,animtime<-30) || p2bodydist x>=180
trigger1= random<70/5*(enemy,numproj+helper(55555),fvar(0))*3;(1+(life<700)+(life<500||life<p2life)+(life<333||p2life-life>=333))

[State -1, hadou-avoid(dodge)]
type=changestate
value=ifelse(enemynear,backedgedist>=90 && random<500,1400,710)
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= prevstateno!=[700,702]
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= !(helper(33333),var(58))
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=100 || (stateno=[21,22]) || stateno=23456 || stateno=120 || (stateno=[130,131]))
trigger1= helper(55555),var(58)&2**4 || (enemy,numproj && inguarddist)
trigger1= helper(55555),fvar(0)>=3
trigger1= random<70/5*(enemy,numproj+helper(55555),fvar(0))*3;(1+(life<700)+(life<500||life<p2life)+(life<333||p2life-life>=333))

[State -1, hadou-avoid(hadouken)]
type=changestate
value=1020
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= prevstateno!=[700,702]
triggerall= ifelse(!var(20),!numhelper(1005) && !numhelper(1025),1) && !numhelper(1015) && !numhelper(3005) && !numhelper(3025) && !numhelper(3045) && !numhelper(3055)
triggerall= numhelper(33333)
triggerall= !(helper(33333),var(51))
triggerall= numhelper(55555)
triggerall= life>=200
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=100 || (stateno=[21,22]) || stateno=23456 || stateno=120 || (stateno=[130,131]))
trigger1= helper(55555),var(58)&2**5 || (enemy,numproj && inguarddist)
trigger1= p2statetype!=A && p2movetype=A && p2stateno<3000
trigger1= random<90/5*(enemy,numproj+helper(55555),fvar(0))/(1+(power<1500||power>=3000)+(life>=700)+(life>=500&&life>=p2life)+(life>=333&&p2life-life<333))

[State -1, air-hadou-avoid(roll/dodge)]
type=changestate
value=ifelse(enemynear,backedgedist>=90 && random<666,1400,ifelse((helper(55555),fvar(0)>=7 || helper(55555),fvar(1)>=7) && (random<500 || p2stateno>=3000),710,720))
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= prevstateno!=[700,702]
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= !(helper(33333),var(58)) && !(helper(33333),var(59))
triggerall= life>=200
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=100 || (stateno=[21,22]) || stateno=23456 || stateno=120 || (stateno=[130,131]))
trigger1= helper(55555),var(58)&2**7 || (enemy,numproj && inguarddist)
trigger1= p2bodydist y<-60 && (enemynear,vel y<5 || enemynear,vel x<0 || p2bodydist y<-120)
trigger1= random<120/5*(enemy,numproj+helper(55555),fvar(0))*3;(1+(life<700)+(life<500||life<p2life)+(life<333||p2life-life>=333))

;===========================================<Counter>==============================================

[State -1, avoid(backstep)]
type=changestate
value=105
trigger1= var(59)>=1 && numenemy && numhelper(33333)
trigger1= roundstate=2 && statetype!=A && ctrl
trigger1= enemynear,movetype=A && p2bodydist x<90 && enemynear,hitdefattr=SC,AT
trigger1= facing!=enemynear,facing || p2statetype=A
trigger1= backedgedist>=30
trigger1= p2stateno<3000
trigger1= life>=333 && p2life-life<333
trigger1= !enemynear,vel x
trigger1= var(59)>1 || helper(33333),var(9)&2**4
trigger1= random<333

[State -1, avoid(backstep)]
type=changestate
value=1203
trigger1= var(59)>=1 && numenemy && numhelper(33333)
trigger1= roundstate=2 && statetype=A && ctrl
trigger1= enemynear,movetype=A && p2bodydist x<90 && enemynear,hitdefattr=SC,AT
trigger1= facing!=enemynear,facing || p2statetype=A
trigger1= backedgedist>=30
trigger1= p2stateno<3000
trigger1= (prevStateno!=[1202,1203]) && (Stateno!=[1202,1203])
trigger1= life>=333 && p2life-life<333
trigger1= !enemynear,vel x
trigger1= var(59)>1 || helper(33333),var(9)&2**4
trigger1= random<333

[State -1, avoid]
type=changestate
value=ifelse(enemynear,animtime<-10 && p2bodydist x<60 && (random<500 || var(20)),1200,1400)
trigger1= var(59)>=1 && numenemy && (!var(20) || (enemynear,animtime<-10 && p2bodydist x<60)) && numhelper(33333)
trigger1= roundstate=2 && statetype!=A && ctrl
trigger1= enemynear,movetype=A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT
trigger1= inguarddist || p2bodydist x<=90
trigger1= facing!=enemynear,facing || p2statetype=A
trigger1= enemynear,time>=7-random%7 || var(59)>2
trigger1= var(59)>1 || helper(33333),var(9)&2**4
trigger1= random<600+(var(59)>2)*300

[State -1, avoid(ashurasenkuu)]
type=changestate
value=ifelse(Random%5=0&&ctrl,1800,1400)
triggerall= var(59)>=1 && numenemy && numhelper(33333)
triggerall= statetype!=A && roundstate=2
triggerall= ctrl || (stateno=1000&&animelemtime(5)>=0) || (stateno=[120,131]) || ((stateno=[200,299]) && time<=2) || ((stateno=[200,255]) && movecontact && p2movetype!=H)
triggerall= movetype!=A || !var(20)
trigger1= p2stateno>=3000
trigger1= !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP)
trigger1= p2movetype=A
trigger1= life<333 || p2life-life>=333 || random<333 || var(59)>2
trigger1= (!(enemynear,hitdefattr=SCA,HA) && inguarddist) || enemynear,p2dist x>=0
trigger1= enemynear,hitdefattr=SCA,HA,HT || p2stateno=helper(33333),var(18) || life>=500 || var(59)<3
trigger1= var(59)>1 || helper(33333),var(9)&2**4
trigger1= random<800

[State -1, avoid(Teleport)]
type=changestate
value=1800
triggerall= var(59)>=1 && numenemy && numhelper(33333)
triggerall= statetype=A && roundstate=2
triggerall= ctrl || (stateno=[120,131]) || ((stateno=[200,299]) && time<=2)
trigger1= p2stateno>=3000
trigger1= p2movetype=A
trigger1= life<333 || p2life-life>=333 || random<333 || var(59)>2
trigger1= inguarddist || enemynear,p2dist x>=0
trigger1= enemynear,hitdefattr=SCA,HA,HT || p2stateno=helper(33333),var(18) || life>=500 || var(59)<3
trigger1= var(59)>1 || helper(33333),var(9)&2**4
trigger1= random<800

[State -1, goushoryuuken]
type=changestate
value=1100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2statetype!=L || p2stateno=5120) && (p2bodydist x=[-20,80+enemynear,vel x*(1-(facing=enemynear,facing)*2)*3]) && (p2dist y=[-130,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl || ((stateno=[200,255]) && stateno!=207 && movecontact && p2movetype!=H)
trigger1= enemynear,movetype=A
trigger1= p2bodydist x=[-20,30+enemynear,vel x*(1-(facing=enemynear,facing)*2)*3]
trigger1= p2bodydist y>=-60 && enemynear,vel y>=0
trigger1= helper(33333),var(9)&2**4
trigger1= enemynear,hitdefattr=SCA,AA,AT,AP || random<100*(1+(power/1000)) || enemynear,stateno>=1000 || p2statetype=A
trigger1= enemynear,p2dist x>=0
trigger1= helper(33333),fvar(34)!=1100
trigger1= random<300/(1+(enemynear,time<7&&var(59)<3)+(enemynear,time<3&&var(59)<3))*(1+(p2statetype=A&&var(59)>2))
trigger2= ctrl || ((stateno=[200,255]) && stateno!=207 && movecontact && p2movetype!=H)
trigger2= p2bodydist x=[31+enemynear,vel x*5*(1-(facing=enemynear,facing)*2),50+enemynear,vel x*5*(1-(facing=enemynear,facing)*2)]
trigger2= p2bodydist y=[-130,-80]
trigger2= p2movetype!=H
trigger2= (facing!=enemynear,facing && enemynear,vel x>=0) || (facing=enemynear,facing && enemynear,vel x<=0)
trigger2= enemynear,vel x=[-5,5]
trigger2= enemynear,vel y=[0,10]
trigger2= random<70

[State -1, ashurasenkuu]
type=changestate
value=1400
triggerall= var(59)>=1 && numenemy
triggerall= statetype!=A && roundstate=2
triggerall= (ctrl || (stateno=1000&&animelemtime(5)>=0) || ((stateno=[120,131]) && random<200) || ((stateno=[200,299]) && time<=2) || ((stateno=[200,255]) && movecontact && p2movetype!=H))
triggerall= movetype!=A || !var(20)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= var(59)>1 || random<500
;
trigger1= p2movetype=A
trigger1= p2bodydist x=[-100,100]
trigger1= enemynear,p2dist x>=0 && enemynear,facing!=facing
trigger1= enemynear,time>=7 || enemynear,hitdefattr=SC,SA,HA,AT || p2stateno>=3000 || life<333 || var(59)>2
trigger1= helper(33333),var(47)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<60*(1+(life<333||var(59)>2))
;ڍוsU
trigger2= inguarddist
trigger2= p2bodydist x>90
trigger2= p2movetype!=A || !(enemynear,hitdefattr=SCA,AA,AT,AP)
trigger2= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger2= random<60*(1+(life<333||var(59)>2))
;P
trigger3= enemynear,pos y<-90 && p2movetype!=H && enemynear,vel y<5
trigger3= p2bodydist x=[-10,(p2bodydist y*-1)/3]
trigger3= p2movetype!=A
trigger3= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger3= random<90*(1+(life<333||var(59)>2))
;΋Nオ
trigger4= p2bodydist x=[-20,45]
trigger4= p2statetype=L
trigger4= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger4= random<60*(1+(life<333||var(59)>2))
;ʌ[Eo
trigger5= p2bodydist x=[-20,90]
trigger5= backedgedist<30
trigger5= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger5= random<60*(1+(life<333||var(59)>2))
;ł
trigger6= (stateno=[200,259])
trigger6= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
trigger6= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger6= moveguarded=1 && random<100
;ߋx
trigger7= p2bodydist x=[21,65]
trigger7= p2statetype!=A && p2movetype!=A && enemynear,ctrl
trigger7= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger7= random<60*(1+(life<333||var(59)>2))
;gR{1
trigger8= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger8= numhelper(1005)
trigger8= helper(1005),p2dist x>30 || (stateno=1000&&animelemtime(5)>=0 && var(59) > 4)
trigger8= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger8= ctrl && random<120*(1+(p2movetype!=H))
;gR{2
trigger9= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger9= numhelper(1025)
trigger9= helper(1025),p2dist x>30 || (stateno=1020&&animelemtime(3)>=0&&animelemtime(9)<0 && var(59) > 4)
trigger9= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger9= ctrl && random<120*(1+(p2movetype!=H))
;gR{3
trigger10= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger10= numhelper(1055)
trigger10= (helper(1055),p2dist x=[31,60])
trigger10= helper(1055),pos y<-60
trigger10= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger10= ctrl && random<120*(1+(p2movetype!=H))
;gR{4
trigger11= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger11= numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055) || numhelper(3085) || p2movetype=H
trigger11= p2movetype!=H || p2statetype=A
trigger11= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger11= ctrl && random<60
;ʑO[ޔ
trigger12= (p2bodydist x=[-10,90]) && frontedgebodydist<90
trigger12= (!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)) || (p2movetype!=H && !enemynear,inguarddist)
trigger12= p2movetype!=H
trigger12= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger12= ctrl && random<60*(1+(life<333||var(59)>2))
;L
trigger13= life<333 || var(59)>2
trigger13= !helper(33333),var(35)
trigger13= movetype=A && inguarddist
trigger13= random<500 || var(59)>2
;gR{5
trigger14= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger14= numhelper(3005)
trigger14= helper(3005),p2dist x>30
trigger14= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger14= ctrl && random<120*(1+(p2movetype!=H))
;gR{5
trigger15= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger15= numhelper(3085)
trigger15= helper(3085),p2dist x>30
trigger15= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger15= ctrl && random<120*(1+(p2movetype!=H))


[State -1, ashurasenkuu]
type=null;changestate
value=1400
triggerall= var(59)>=1 && numenemy
triggerall= statetype!=A && roundstate=2
triggerall= movetype!=A || !var(20)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= var(59)>1 || random<500
trigger1= (stateno=1020 && animelemtime(3)>=0 && animelemtime(9)<0) || (stateno=1000&&animelemtime(5)>=0)
trigger1= inguarddist || (p2statetype = A && p2movetype != H && enemynear,vel y < 0 && enemynear,vel x > 0)
trigger1= random<333 || var(59)>2
trigger2= stateno=1500 && anim=1500 && animelemtime(3)>=0 && animelemtime(4)<0
trigger2= inguarddist
trigger2= random<333 || var(59)>2

[State -1, Teleport]
type=null;changestate
value=1800
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2
triggerall= (ctrl || ((stateno=[120,131]) && random<200) || ((stateno=[200,299]) && time<=2))
triggerall= movetype!=A || !var(20)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= var(59)>1 || random>500
;
trigger1= p2movetype=A
trigger1= p2bodydist x=[-100,100]
trigger1= enemynear,p2dist x>=0 && enemynear,facing!=facing
trigger1= enemynear,time>=7 || enemynear,hitdefattr=SC,SA,HA,AT || p2stateno>=3000 || life<333 || var(59)>2
trigger1= helper(33333),var(47)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random=[60,120*(1+(life<333||var(59)>2))]
;ڍוsU
trigger2= inguarddist
trigger2= p2bodydist x>90
trigger2= p2movetype!=A || !(enemynear,hitdefattr=SCA,AA,AT,AP)
trigger2= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger2= random=[60,120*(1+(life<333||var(59)>2))]
;P
trigger3= enemynear,pos y<-90 && p2movetype!=H && enemynear,vel y<5
trigger3= p2bodydist x=[-10,(p2bodydist y*-1)/3]
trigger3= p2movetype!=A
trigger3= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger3= random=[90,180*(1+(life<333||var(59)>2))]
;΋Nオ
trigger4= p2bodydist x=[-20,45]
trigger4= p2statetype=L
trigger4= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger4= random=[60,120*(1+(life<333||var(59)>2))]
;ʌ[Eo
trigger5= p2bodydist x=[-20,90]
trigger5= backedgedist<30
trigger5= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger5= random=[60,120*(1+(life<333||var(59)>2))]
;ł
trigger6= (stateno=[200,259])
trigger6= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
trigger6= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger6= moveguarded=1 && random=[100,200]
;ߋx
trigger7= p2bodydist x=[21,65]
trigger7= p2statetype!=A && p2movetype!=A && enemynear,ctrl
trigger7= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger7= random=[60,120*(1+(life<333||var(59)>2))]
;gR{1
trigger8= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger8= numhelper(1005)
trigger8= helper(1005),p2dist x>30
trigger8= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger8= ctrl && random=[120,240*(1+(p2movetype!=H))]
;gR{2
trigger9= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger9= numhelper(1025)
trigger9= helper(1025),p2dist x>30
trigger9= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger9= ctrl && random=[120,240*(1+(p2movetype!=H))]
;gR{3
trigger10= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger10= numhelper(1055)
trigger10= helper(1055),p2dist x=[31,60]
trigger10= helper(1055),pos y<-60
trigger10= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger10= ctrl && random=[120,240*(1+(p2movetype!=H))]
;gR{4
trigger11= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger11= numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055) || p2movetype=H
trigger11= p2movetype!=H || p2statetype=A
trigger11= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger11= ctrl && random=[60,120]
;ʑO[ޔ
trigger12= (p2bodydist x=[-10,90]) && frontedgebodydist<90
trigger12= (!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)) || (p2movetype!=H && !enemynear,inguarddist)
trigger12= p2movetype!=H
trigger12= helper(33333),var(48)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger12= ctrl && random=[60,60*(1+(life<333||var(59)>2))]
;L
trigger13= life<333 || var(59)>2
trigger13= !helper(33333),var(35)
trigger13= movetype=A && inguarddist
trigger13= random>500 || var(59)>2

[State -1, Teleport]
type=null;changestate
value=1800
triggerall= var(59)>=1 && numenemy
triggerall= statetype!=A && roundstate=2
triggerall= movetype!=A || !var(20)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= var(59)>1 || random<500
trigger1= anim = 3001 && time >=15
trigger1= inguarddist || (p2statetype = A && p2movetype != H && enemynear,vel y < 0 && enemynear,vel x > 0)
trigger1= random<333 || var(59)>2

[State -1, roll/dodge]
type=changestate
value=ifelse(random<333 && !enemy,numproj,710,720)
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,hitdefattr=SCA,AT)
triggerall= facing!=enemynear,facing || p2statetype=A
triggerall= ctrl || ((stateno=[120,131]) && random<200)
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**0) && !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**10)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= !enemy,numproj || (!(helper(33333),var(58)) && !(helper(33333),var(59)))
triggerall= !enemy,numproj || life>=200
triggerall= !helper(33333),var(59)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= var(59)>1 || random<500
triggerall= !helper(33333),var(30)
triggerall= helper(33333),fvar(34)!=[710,720]
trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
trigger1= (p2bodydist x=[40,120]) && (enemynear,animtime<=-28)
trigger1= enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || enemynear,hitdefattr=SCA,SA,HA || var(59)>2
trigger1= prevstateno!=710
trigger1= random<200/(1+(enemynear,time<7))
trigger2= inguarddist && enemy,numproj
trigger2= p2bodydist x>=120
trigger2= random<200

[State -1, dodge]
type=changestate
value=710
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,hitdefattr=SCA,AT)
triggerall= facing!=enemynear,facing || p2statetype=A
triggerall= ctrl || ((stateno=[120,131]) && random<200)
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**0) && !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**10)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= !enemy,numproj || (!(helper(33333),var(58)) && !(helper(33333),var(59)))
triggerall= !enemy,numproj || life>=200
triggerall= !helper(33333),var(58)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= var(59)>1 || random<500
triggerall= !helper(33333),var(30)
triggerall= helper(33333),fvar(34)!=[710,720]
trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
trigger1= (p2dist x=[-20,60])
trigger1= p2bodydist y>=-75 && enemynear,vel y>=0
trigger1= random<100/(1+(enemynear,time<7))

[State -1, tenmashurettou]
type=changestate
value=1500
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= facing!=enemynear,facing || p2statetype=A
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= numhelper(22222)
triggerall= !helper(22222),fvar(0) || !(enemynear,hitdefattr=SCA,AA,AT,AP)
triggerall= helper(33333),fvar(34)!=1500
trigger1= ctrl || ((stateno=[200,255]) && stateno!=207 && movecontact && p2movetype!=H) || ((stateno=[120,131]) && random<200)
trigger1= (p2bodydist x=[-60,60]) && (p2bodydist y=[-75,0])
trigger1= p2statetype!=A || enemynear,vel y>0
trigger1= p2movetype=A && !(enemynear,hitdefattr=SCA,AA) && (p2stateno=[200,699])
trigger1= !enemy,numproj
trigger1= helper(33333),var(9)&2**4
trigger1= helper(33333),var(46)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<200*(1+(life<333||var(59)>2))
trigger2= ctrl && (p2bodydist x=[21,60]) && (p2bodydist y=[-75,0])
trigger2= p2statetype!=A || enemynear,vel y>0
trigger2= p2movetype=I && enemynear,vel x>=0
trigger2= !enemy,numproj
trigger2= life>=333
trigger2= helper(33333),var(46)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger2= random<50

[State -1, backdash]
type=changestate
value=105
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (ctrl || ((stateno=[120,131]) && random<200)) && (stateno!=[100,105]) && (stateno!=[700,701])
triggerall= prevstateno!=[100,105]
triggerall= backedgedist>=30
triggerall= facing!=enemynear,facing || p2statetype=A
triggerall= !(enemynear,hitdefattr=SCA,AA) || !inguarddist
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= numhelper(55555)
triggerall= !inguarddist && (!enemy,numproj && !(helper(55555),var(58)&2**0) && !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**10))
trigger1= (enemynear,movetype=A) && backedgedist>=80 && (p2bodydist x=[80,120]) && (enemynear,vel x)
trigger1= random<ifelse((enemynear,hitdefattr=SC,AT),100,50)
trigger2= p2bodydist x=[66,139]
trigger2= (p2statetype!=A && (enemynear,ctrl || p2movetype=I)) || p2statetype=L
trigger2= !numhelper(1005) && !numhelper(1025) && !numhelper(1055)
trigger2= enemynear,vel x<=0
trigger2= helper(22222),var(50)!=1
trigger2= random<100*(1+(enemynear,ctrl))
trigger3= p2bodydist x=[-20,45]
trigger3= p2stateno=5120
trigger3= random<200

[State -1, backdash]
type=changestate
value=1203
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (ctrl || ((stateno=[120,131]) && random<200)) && (stateno!=[100,105]) && (stateno!=[700,701])
triggerall= (prevStateno!=[1202,1203]) && (Stateno!=[1202,1203])
triggerall= backedgedist>=30
triggerall= facing!=enemynear,facing || p2statetype=A
triggerall= !(enemynear,hitdefattr=SCA,AA) || !inguarddist
triggerall= numhelper(33333)
triggerall= !helper(33333),var(30)
triggerall= numhelper(55555)
triggerall= !inguarddist && (!enemy,numproj && !(helper(55555),var(58)&2**0) && !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**10))
trigger1= (enemynear,movetype=A) && backedgedist>=80 && (p2bodydist x=[80,120]) && (enemynear,vel x)
trigger1= random<ifelse((enemynear,hitdefattr=SC,AT),100,50)
trigger2= p2bodydist x=[66,139]
trigger2= (p2statetype!=A && (enemynear,ctrl || p2movetype=I)) || p2statetype=L
trigger2= !numhelper(1005) && !numhelper(1025) && !numhelper(1055)
trigger2= enemynear,vel x<=0
trigger2= helper(22222),var(50)!=1
trigger2= random<100*(1+(enemynear,ctrl))
trigger3= p2bodydist x=[-20,45]
trigger3= p2stateno=5120
trigger3= random<200

[State -1, Guard]
type=changestate
value=120
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2
triggerall= (ctrl || (stateno=[21,22])) && (stateno!=[120,155])
triggerall= !(enemynear,hitdefattr=SCA,AT)
triggerall= numhelper(33333)
triggerall= numhelper(55555)
triggerall= random<500+(random%(100+(enemynear,time+random%3-random%3>=15)*100+(enemynear,time+random%3-random%3>=7)*100+(p2statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || (prevstateno=[700,720]) || var(59)>2
triggerall= inguarddist || helper(33333),var(10)&2**3 || (enemy,numproj && enemynear,p2dist x>=0 && p2bodydist x<=120 && p2bodydist y>=-120)
triggerall= inguarddist || (helper(55555),inguarddist && random < (1.0-life*1.0/lifemax)*300)
triggerall= !(var(59)>2 && p2stateno>=3000 && !(enemynear,hitdefattr=SCA,NA,SA,NT,ST,NP,SP))
triggerall= var(59)>1 || random<200
trigger1= enemynear,hitdefattr=SCA,AA,AP
trigger1= !(helper(33333),var(35) || p2stateno=helper(33333),var(18) || enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0)
trigger2= enemy,numproj || helper(55555),var(58)&2**10
trigger2= statetype!=A || p2statetype=A
trigger3= helper(33333),var(10)&2**3
trigger4= helper(55555),var(2)=5
trigger5= enemynear,movetype=A && enemynear,stateno>=1000 && inguarddist
trigger5= !(enemynear,hitdefattr=SCA,AA,AP)
trigger5= helper(55555),var(58)&2**24 && enemynear,p2dist x>=0
trigger6= enemynear,movetype=A && enemynear,stateno>=3000 && inguarddist
trigger6= !(enemynear,hitdefattr=SCA,AA,AP)

[State -1, Guard]
type= AssertSpecial
trigger1= var(59)>=1 && numenemy
flag= nostandguard
flag2= nocrouchguard
flag3= noairguard

[State -1, zerocounter]
type=changestate
value=750
triggerall= var(59)>=1 && numenemy
triggerall= stateno=150 || stateno=152
triggerall= roundstate=2 && statetype!=A
trigger1= power>=1000
trigger1= (p2bodydist x=[-50,50]) && (life<400 || var(59)>2)
trigger1= p2stateno>=1000
trigger1= !enemynear,ctrl && enemynear,animtime<-10
trigger1= random<10*(1+(power>=2000))

;===========================================<P.Action>==============================================

[State -1, CMP_fast(p)];4
type=changestate
value=235
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,3+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= enemynear,vel x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=235
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-4) || helper(22222),var(0)>4+1
trigger2= random<333*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-4
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || life>=700 || life-p2life>=333 || random<30
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<500*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=4-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

[State -1, SLP(p)];c3,f2
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*3,50]) && p2statetype!=C && p2statetype!=A && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-3-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>3+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=200
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-3) || helper(22222),var(0)>3+1
trigger2= random<100*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-3
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || life>=700 || life-p2life>=333 || random<30
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<333*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=3-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

[State -1, CLK(p)];2
type=changestate
value=245
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,45+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2statetype!=L
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-2-1 || helper(33333),var(9)&2**2 || p2statetype=L
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=245
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-2) || helper(22222),var(0)>2+1
trigger2= random<100*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-2
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || life>=700 || life-p2life>=333 || random<30
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<333*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=2-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

[State -1, SMP(p)];c4,f4
type=changestate
value=205
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,55+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=205
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-4) || helper(22222),var(0)>4+1
trigger2= random<333*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-4
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || life>=700 || life-p2life>=333 || random<30
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<500*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=4-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

[State -1, CMP(p)];4
type=changestate
value=235
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,40+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=235
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-4) || helper(22222),var(0)>4+1
trigger2= random<333*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-4
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || life>=700 || life-p2life>=333 || random<30
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<500*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=4-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

[State -1, CMK(p)];6
type=changestate
value=250
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,65+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2statetype!=L
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-6-1 || helper(33333),var(9)&2**2 || p2statetype=L
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=250
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-6) || helper(22222),var(0)>6+1
trigger2= random<333*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-6
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || life>=700 || life-p2life>=333 || random<30
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<500*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=6-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

[State -1, SMK2(p)];11
type=changestate
value=222
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,80+(stateno=100)*40-(p2movetype=H)*11]) && (p2dist y=[-50-enemynear,vel y*11,0]) && p2statetype=S && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2dist x>=30+(stateno=100)*40
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-11-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**3) && !(helper(55555),var(58)&2**10)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>11+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<100
triggerall= helper(33333),fvar(34)!=222
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger1= helper(22222),var(0)>0
trigger1= random<200*(1+(life<500||var(59)>2)+(life<333||var(59)>2)+(var(59)>2))
trigger2= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || (helper(22222),fvar(0) && !enemynear,ctrl && enemynear,animtime<-11) || helper(22222),var(0)>11+1
trigger2= random<333*(1+(var(59)>2))
trigger3= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger3= p2movetype=I && !enemynear,ctrl && enemynear,animtime<-11
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger3= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger3= random<500*(1+(var(59)>2))
trigger4= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl)) || (stateno=[120,131])
trigger4= enemynear,gethitvar(hittime)>=11-1
trigger4= p2stateno!=[120,155]
trigger4= random<500*(1+(life<700||var(59)>2)*.5+(life<333||var(59)>2)*.5)

;===========================================<Throw>==============================================

[State -1, Air Throw]
type=changestate
value=85040;850
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype=A && var(9)!=2
trigger1= (ctrl || (stateno=[260,285])&&movecontact&&prevstateno!=1050) && (pos y<=-42 || vel y<0 || !enemynear,hitfall)
trigger1= enemynear,prevstateno!= 1326
trigger1= (p2bodydist x=[-20,20]) && (p2dist y=[-80,-40])
trigger1= random<333 || var(59)>2

[State -1, Throw]
type=changestate
value=800
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= p2statetype!=A && p2statetype!=L && p2movetype!=H && p2movetype!=A
triggerall= (p2bodydist x=[-20,20]) && p2dist y=0
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=800
triggerall= helper(33333),var(37)<=0
triggerall= helper(33333),var(49)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= ctrl && random<300
trigger2= ctrl && (p2stateno=[120,140]) && random<500

[State -1, Throw]
type=changestate
value=2000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= p2statetype!=A && p2statetype!=L && p2movetype!=H && p2movetype!=A
triggerall= (p2bodydist x=[20,60]) && p2dist y=0
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || -(enemynear,time/3*2)<=enemynear,animtime
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= helper(33333),fvar(34)!=2000
triggerall= helper(33333),var(37)<=0
triggerall= helper(33333),var(49)<=6-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
triggerall= PrevStateNo != [1150,1151]
trigger1= (ctrl || stateno=1400 && var(59) > 4) && random<300 && (enemynear,animElemNo(-6) = 2 || (enemynear,animTime<-6 && -1*(enemynear,Time*0.6)<enemynear,animTime) || var(59)<7)
trigger2= (ctrl || stateno=1400 && var(59) > 4) && (p2stateno=[120,140]) && random<500 && (enemynear,animElemNo(-6) = 2 || (enemynear,animTime<-6&& -1*(enemynear,Time*0.6)<enemynear,animTime) || var(59)<7)

;===========================================<Cross>==============================================

[State -1, CLK];2
type=changestate
value=245
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,45+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2statetype!=L
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-2-1 || helper(33333),var(9)&2**2 || p2statetype=L
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=245
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= p2bodydist x=[-20,45+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]
trigger1= (p2bodydist x=[-20,45+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-2)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<600/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0)) || (p2stateno=130 || p2stateno=150 || p2stateno=151) || p2stateno=5110 || random<60
trigger2= ctrl
trigger2= p2statetype!=L && p2statetype!=A
trigger2= p2bodydist x=[76+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2,125+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]
trigger2= enemynear,ctrl
trigger2= !inguarddist && !enemy,numproj
trigger2= helper(22222),fvar(22)!=245
trigger2= random<30
trigger3= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger3= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger3= p2statetype!=L && p2statetype!=A
trigger3= random<333

[State -1, CLP];2
type=changestate
value=230
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist && !(enemynear,hitfall)
triggerall= (p2bodydist x=[-20,45+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-2-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=230
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= p2bodydist x=[-20,45+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]
trigger1= (p2bodydist x=[-20,45+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-2)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<600/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0)) || random<60
trigger2= ctrl
trigger2= p2statetype!=A
trigger2= p2bodydist x=[76+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2,125+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]
trigger2= enemynear,ctrl
trigger2= !inguarddist && !enemy,numproj
trigger2= helper(22222),fvar(22)!=230
trigger2= random<30
trigger3= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger3= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger3= random<333

[State -1, SLP];c3,f2
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*3,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-3-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>3+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=200
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<200/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<333

[State -1, SMP];c4,f4
type=changestate
value=205
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=205
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<300/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<500

[State -1, SHP];c4,f7
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=210
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, SMK];c5,f4
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*5,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-5-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>5+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=220
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<300/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<500

[State -1, SHK];c6,f8
type=changestate
value=225
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-6-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=225
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, CHP];7
type=changestate
value=240
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,35+random%60*(var(59)=1)*(p2statetype=A)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*10]) && (p2dist y=[-90-enemynear,vel y*7,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-7-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>7+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=240
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2statetype!=A && !enemynear,ctrl) || (p2statetype=A && enemynear,vel x>0 && enemynear,vel y>=-2 && p2bodydist y<-60 && p2dist x>=0+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*7)
trigger1= p2statetype=A || p2movetype!=H || p2bodydist x<=4+(stateno=200||stateno=215||stateno=230||stateno=245)*10
trigger1= (p2bodydist x=[-20,35+random%60*(var(59)=1)*(p2statetype=A)-(p2movetype=H)*20]) || p2statetype=A
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, SMP2];14
type=changestate
value=207
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,70+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*14]) && (p2dist y=[-50-enemynear,vel y*14,0]) && p2statetype=C && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-14-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**3) && !(helper(55555),var(58)&2**10)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>14+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=207
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= !enemynear,ctrl && (p2movetype!=H || (p2stateno=[120,155]))
trigger1= life-p2life>=333
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<100/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))

;===========================================<Medium>==============================================

[State -1, SLP];c3,f2
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[25,50+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2-(p2movetype=H)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-2-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=200
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[41+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2-(p2movetype=H)*2-random%30*(var(59)=1),50+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2-(p2movetype=H)*2]) || (stateno=[700,701])
trigger1= (p2bodydist x=[25,50+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-2)
trigger1= enemynear,vel X>0
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<300/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))*(1+(p2statetype=A))
trigger2= ctrl
trigger2= p2statetype!=A
trigger2= p2bodydist x=[81+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2,130+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2]
trigger2= enemynear,ctrl
trigger2= !inguarddist && !enemy,numproj
trigger2= helper(22222),fvar(22)!=200
trigger2= random<30
trigger3= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger3= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger3= random<333

[State -1, CMP];4
type=changestate
value=235
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,40+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=235
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[31+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4-random%30*(var(59)=1),40+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) || (stateno=[700,701])
trigger1= (p2bodydist x=[-20,40+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-4)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<500

[State -1, SMP];c4,f4
type=changestate
value=205
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,55+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=205
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[46+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4-random%30*(var(59)=1),55+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) || (stateno=[700,701])
trigger1= (p2bodydist x=[25,55+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-4)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<300/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<500

[State -1, SMK];c5,f4
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,25+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=220
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[25,25+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) || (stateno=[700,701])
trigger1= (p2bodydist x=[25,25+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-4)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<200/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))*(1+(p2statetype=A))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<500

[State -1, SLK];5
type=changestate
value=215
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,50+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*5-(p2movetype=H)*5]) && (p2dist y=[-50-enemynear,vel y*5,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-5-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>5+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=215
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[41+enemynear,vel x*(1-(facing=enemynear,facing)*2)*5-(p2movetype=H)*5-random%30*(var(59)=1),50+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*5-(p2movetype=H)*5]) || (stateno=[700,701])
trigger1= (p2bodydist x=[-20,50+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-5)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<300/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<333

[State -1, CMK];6
type=changestate
value=250
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,65+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2statetype!=L
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-6-1 || helper(33333),var(9)&2**2 || p2statetype=L
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=250
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[51+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6-random%30*(var(59)=1),65+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) || (stateno=[700,701]) || p2statetype=L
trigger1= (p2bodydist x=[-20,65+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-6)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<500/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0)) || p2statetype=L || random<30
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= p2statetype!=L && p2statetype!=A
trigger2= random<500

[State -1, CHK];6
type=changestate
value=255
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,60+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2statetype!=L
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-6-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=255
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[51+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6-random%30*(var(59)=1),60+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) || (stateno=[700,701])
trigger1= (p2bodydist x=[-20,60+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-6)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, SHP];c4,f7
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,70+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7]) && (p2dist y=[-40-enemynear,vel y*7,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-7-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>7+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=210
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[61+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7-random%30*(var(59)=1),70+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7]) || (stateno=[700,701])
trigger1= (p2bodydist x=[25,70+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-7)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, SHK];c6,f8
type=changestate
value=225
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,65+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*8-(p2movetype=H)*8]) && (p2dist y=[-75-enemynear,vel y*8,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-8-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>8+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=225
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[56+enemynear,vel x*(1-(facing=enemynear,facing)*2)*8-(p2movetype=H)*8-random%30*(var(59)=1),65+random%60*(var(59)=1)+enemynear,vel x*(1-(facing=enemynear,facing)*2)*8-(p2movetype=H)*8]) || (stateno=[700,701])
trigger1= (p2bodydist x=[25,65+random%60*(var(59)=1)]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-8)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<200/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))*(1+(p2statetype=A))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, SMK2];11
type=changestate
value=222
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,80+random%60*(var(59)=1)+(stateno=100)*40-(p2movetype=H)*11]) && (p2dist y=[-50-enemynear,vel y*11,0]) && p2statetype=S && !(enemynear,hitfall)
triggerall= p2dist x>=0
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-11-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**3) && !(helper(55555),var(58)&2**10)
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>11+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=222
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= (p2bodydist x=[71+(stateno=100)*40-random%30*(var(59)=1),80+random%60*(var(59)=1)+(stateno=100)*40]) || (stateno=[700,701])
trigger1= (p2bodydist x=[-20,80+random%60*(var(59)=1)+(stateno=100)*40]) || p2statetype=A || (!enemynear,ctrl && p2stateno>=100 && enemynear,anim>=100 && enemynear,animtime<-11)
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<100/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0)+(vel x>0))

[State -1, CMP(f)];4
type=changestate
value=235
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= p2dist x>=0
triggerall= p2statetype!=A
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=235
trigger1= ctrl || stateno=100
trigger1= p2bodydist x=[101,130]
trigger1= p2bodydist y>=-50 && enemynear,vel y>=0
trigger1= enemynear,ctrl || enemynear,stateno<200 || enemynear,anim<200
trigger1= p2stateno!=[120,155]
trigger1= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
trigger1= random<30*(1+(enemynear,vel x>0))

;===========================================<Far>==============================================

[State -1, tatsumakizankuukyaku];9
type=changestate
value=1200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= p2dist y=[-120,0]
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2movetype!=H || p2statetype!=A || p2bodydist y<-30
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=240 || !var(20)
triggerall= (p2stateno!=[120,155])
triggerall = enemynear,animtime>=-9-1 || helper(33333),var(9)&2**2 || p2bodydist x>200
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>9+1
triggerall= helper(33333),var(9)&2**1
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= p2bodydist x=[-20,90]
trigger1= (p2bodydist x=[-20,60]) || (stateno=[700,701])
trigger1= !enemynear,ctrl && p2statetype=S
trigger1= enemynear,animtime<-10
trigger1= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x > enemynear,Const(Velocity.walk.fwd.x) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x)
trigger1= (p2stateno>=200 && enemynear,anim>=200) || enemynear,vel x < enemynear,Const(Velocity.walk.back.x); || life>=700 || life-p2life>=333 || random<30
trigger1= (p2stateno>=200 && enemynear,anim>=200) || var(59)<3
trigger1= random<250 || (stateno=[700,701])
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= p2bodydist x=[201,250]
trigger2= p2bodydist y>=-50 && enemynear,vel y>=0
trigger2= enemynear,ctrl || enemynear,stateno<200 || enemynear,anim<200
trigger2= p2stateno!=[120,155]
trigger2= enemynear,vel x<=0
trigger2= random<50

[State -1, hyakkishuu]
type=changestate
value=1300
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= p2statetype!=L || p2stateno=5120
triggerall= p2movetype!=A || p2stateno<3000
triggerall= stateno!=240 || !var(20)
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl
trigger1= (p2bodydist x=[120-random%30*(var(59)=1),220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger1= numhelper(1005)
trigger1= helper(1005),p2dist x>30
trigger1= helper(33333),var(53)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<60
trigger2= ctrl
trigger2= (p2bodydist x=[120-random%30*(var(59)=1),220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger2= numhelper(1025)
trigger2= helper(1025),p2dist x>30
trigger2= helper(33333),var(53)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger2= random<60
trigger3= ctrl
trigger3= (p2bodydist x=[120-random%30*(var(59)=1),220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger3= numhelper(1055)
trigger3= helper(1055),p2dist x=[31,60]
trigger3= helper(1055),pos y<-60
trigger3= helper(33333),var(53)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger3= random<60
trigger4= ctrl && (p2statetype!=A || !enemynear,canrecover)
trigger4= (p2bodydist x=[120-random%30*(var(59)=1),220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger4= p2movetype=H && enemynear,gethitvar(hittime)>=30-1
trigger4= random<120
trigger5= ctrl
trigger5= (p2bodydist x=[50-random%30*(var(59)=1),60]) || (p2bodydist x=[100-random%30*(var(59)=1),110]) || (p2bodydist x=[170-random%30*(var(59)=1),180])
trigger5= (p2stateno=5120 || p2stateno=5201 || p2movetype=I) && (enemynear,animtime=[-25+(p2stateno=5120)*5,-15+(p2stateno=5120)*5])
trigger5= enemynear,vel x=[-0.5,0.5]
trigger5= life>=333
trigger5= helper(33333),var(53)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger5= random<180/(1+(p2stateno=5120))
trigger6= ctrl
trigger6= (p2bodydist x=[121-random%30*(var(59)=1),220]) && p2statetype!=A
trigger6= p2movetype=A && enemynear,animtime<-30
trigger6= random<120

[State -1, shakunetsuhadouken]
type=changestate
value=1020
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2dist x>=0) && (p2dist y>=-25) && (p2movetype!=A || (stateno=[700,701])) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= p2stateno!=[40,49]
triggerall= numhelper(55555)
triggerall= numhelper(22222) && numhelper(33333)
triggerall= helper(33333),var(9)&2**1
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl && p2bodydist x>=160-(life-p2life>=333)*20-random%30*(var(59)=1)
trigger1= p2statetype!=A
trigger1= p2statetype!=L
trigger1= numhelper(33333)
trigger1= helper(33333),var(51)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<50*(1+(p2bodydist x>=200))
trigger2= (ctrl || stateno=12345 || stateno=21)
trigger2= p2bodydist x>=120-random%30*(var(59)=1) && !inguarddist
trigger2= p2stateno=5120 || p2stateno=5200
trigger2= enemynear,animtime<-5-5
trigger2= enemynear,animtime>=-10-5-((p2bodydist x-120)/10)
trigger2= random<50

[State -1, zenpoutenshin]
type=changestate
value=1450
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**0) && !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**10)
triggerall= !inguarddist && !enemy,numproj && !(p2movetype=A && enemy,numhelper && p2dist x>enemy,Const(size.attack.dist))
trigger1= ctrl || ((stateno=[200,299]) && time<=2) || (stateno=200 || stateno=230 || stateno=245)
trigger1= p2bodydist x=[160+(!enemynear,inguarddist)*30,190+(!enemynear,inguarddist)*30]
trigger1= p2movetype=I
trigger1= enemynear,vel x<=0
trigger1= random<50*(1+(enemynear,inguarddist))

[State -1, gouhadouken]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2dist x>=0) && (p2movetype!=A || (stateno=[700,701]))
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= p2stateno!=[40,49]
triggerall= numhelper(55555)
triggerall= numhelper(22222) && numhelper(33333)
triggerall= helper(33333),var(9)&2**1
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl && p2bodydist x>=140-(life-p2life>=333)*20-random%20-random%30*(var(59)=1)
trigger1= p2statetype!=A
trigger1= p2statetype!=L
trigger1= numhelper(33333)
trigger1= helper(33333),var(50)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<100*(1+(p2bodydist x>=180))
trigger2= ctrl && helper(33333),var(30) && !enemy,numproj && random<500
trigger2= p2bodydist x<180
trigger3= ctrl || stateno=12345 || stateno=21
trigger3= p2bodydist x>=120-random%30*(var(59)=1) && !inguarddist
trigger3= p2stateno=5120 || p2stateno=5200 || (p2stateno=5110 && enemynear,time>=40-(p2bodydist x-120)/4)
trigger3= p2stateno=5110 || (enemynear,animtime<-13 && enemynear,animtime>=-50)
trigger3= random<500

;===========================================<Air>==============================================

[State -1, TKK]
type=changestate
value=ifelse(random%5<3,282,ifelse(random%5=3,1203,41+random%5))
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= ((p2bodydist x<p2bodydist y+random%60*(var(59)=1)+30) && (p2dist y=[-50,p2bodydist x+random%60*(var(59)=1)+60])) || p2bodydist x<-20 || ((p2bodydist x=[-20,20]) && (p2bodydist y=[30,60])) || (var(9)=2 && vel y>=0)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>10+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= ((p2stateno!=[5200,5210]) && (p2statetype!=L || p2bodydist x<-40)) || (var(9)=2 && vel y>=0)
trigger1= p2movetype=H || !enemynear,ctrl || life-p2life>=333 || p2dist x<0 || numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055) || numhelper(3085) || (var(9)=2 && vel y>=0)
trigger1= p2movetype=H || enemynear,ctrl || enemynear,animtime<(p2bodydist y/10)*-1 || (var(9)=2 && vel y>=0)
trigger1= random<100*(1+(var(9)=2)+(numhelper(1005)||numhelper(1025)||numhelper(1055))+(!enemynear,ctrl)+(p2movetype=H)) || p2bodydist x<-40 || (vel y<0 && p2bodydist x<=20 && p2bodydist y<=-30) || (var(9)=2 && vel y>=0)

[State -1, AHP];4
type=changestate
value=270
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && !inguarddist
triggerall= p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,35+random%60*(var(59)=1)+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]
triggerall= p2dist y=[-40+vel y*4-enemynear,vel y*4,40+vel y*4-enemynear,vel y*4]
triggerall= p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>4+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl && random<666
trigger1= vel Y>0
trigger1= prevstateno!=42

[State -1, AHK];!7,4
type=changestate
value=285
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && !inguarddist
triggerall= p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,45+random%60*(var(59)=1)+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]
triggerall= p2dist y=[-40+vel y*(4+(!vel x)*3)-enemynear,vel y*(4+(!vel x)*3),50+(!vel x)*15+vel y*(4+(!vel x)*3)-enemynear,vel y*(4+(!vel x)*3)]
triggerall= p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>4+(!vel x)*3+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= (ctrl || stateno=120 || stateno=132) && random<666
trigger1= vel Y>0 || (!vel x && p2bodydist y<0)
trigger1= prevstateno!=42

[State -1, AMP];4
type=changestate
value=265
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,35+random%60*(var(59)=1)+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]
triggerall= p2dist y=[-40+vel y*4-enemynear,vel y*4,45+vel y*4-enemynear,vel y*4]
triggerall= p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>4+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl && random<500
trigger1= (enemynear,vel y<0 && var(9)!=2) || vel Y>0
trigger1= prevstateno!=42

[State -1, AMK];4
type=changestate
value=280
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= p2bodydist x=[-50,15+random%60*(var(59)=1)+(vel x!=0)*20+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]
triggerall= p2dist y=[-40-(!vel x)*25+vel y*4-enemynear,vel y*4,45-(!vel x)*55+vel y*4-enemynear,vel y*4]
triggerall= p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>4+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= (ctrl || stateno=120 || stateno=132) && (random<500 || (vel X>0 && p2dist x<=10+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4))
trigger1= vel Y>0
trigger1= prevstateno!=42

[State -1, ALP];2
type=changestate
value=260
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= p2bodydist x=[-1-(enemynear,backedgedist<=1)*10,25+random%60*(var(59)=1)+(vel x)*2+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*2]
triggerall= p2dist y=[-40+vel y*4-enemynear,vel y*4,40+vel y*4-enemynear,vel y*4]
triggerall= p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>2+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= ctrl && random<333
trigger1= (enemynear,vel y<0 && vel Y<0 && var(9)!=2) || (vel Y>0 && pos Y>=20)
trigger1= prevstateno!=42

[State -1, ALK];!4,2
type=changestate
value=275
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,15+random%60*(var(59)=1)+(vel x)*2+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*2]
triggerall= p2dist y=[-40-(!vel x)*25+vel y*(2+(!vel x)*2)-enemynear,vel y*(2+(!vel x)*2),40-(!vel x)*50+vel y*(2+(!vel x)*2)-enemynear,vel y*(2+(!vel x)*2)]
triggerall= p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20) || helper(22222),var(0)>2+(!vel x)*2+1
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= (ctrl || stateno=120 || stateno=132) && random<333
trigger1= (enemynear,vel y<0 && vel Y<0 && var(9)!=2) || (vel Y>0 && pos Y>=20)
trigger1= prevstateno!=42

[State -1, kuuchuutatsumakizankuukyaku]
type=changestate
value=1250
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-40,60+(p2dist x<0&&vel y>0)*30]) && p2statetype!=L
triggerall= p2dist y<-20 || vel y>0
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= (ctrl || stateno=120 || stateno=132) && random<ifelse(p2dist x<0, 200, 25*(1+(vel x<=0)))
trigger1= p2movetype!=H
trigger1= vel x<0 || vel y>0 || (pos y<-60 && (p2bodydist x=[-40,40]) && p2dist y<-20)
trigger1= pos y<-60 || vel y<=0
trigger1= backedgedist>=180 || !vel x
trigger1= prevstateno!=42

[State -1, zankuuhadouken]
type=changestate
value=1050
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= p2dist x>=0 && p2dist y>=-25-(movecontact>=1)*25
triggerall= p2movetype!=H || !var(20)
triggerall= movetype=A || p2statetype=A || vel x<0 || vel y<0 || frontedgebodydist>=30+(vel x>0)*30 || (vel y>0 && p2bodydist y<=60-(p2statetype=C)*30)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**3 || var(20)
triggerall= prevstateno!=44
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= var(59)>1 || random<333
trigger1= (ctrl || stateno=120 || stateno=132) && vel y>=-2 && random<100*(1+(var(9)=2)+(enemynear,ctrl)+(p2bodydist x>=120)+(vel x<=0)+(life<333)+(!vel x))*(1+(life<p2life)*.5+(life<333)*.5)
trigger1= (p2bodydist x>=p2bodydist y-60-(!vel x&&vel y>=0)*30) && (p2dist y=[-50,p2bodydist x+60-(p2bodydist x<=90&&vel x>=0)*30])
trigger2= (ctrl || stateno=120 || stateno=132) && vel y<0 && random<200*(1+(var(9)=2)+(life<p2life)*.5+(life<333)*.5)
trigger2= p2bodydist x<60+(life<p2life||var(59)>2)*60+(life<333||var(59)>2)*60 && p2statetype!=A && enemynear,ctrl

[State -1, kuuchuutatsumakizankuukyaku]
type=changestate
value=1250
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= numhelper(55555)
triggerall= !inguarddist || (!(helper(55555),var(58)&2**10))
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(20) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= !vel x && (p2bodydist x>45 || p2bodydist x<-1-(enemynear,backedgedist<=1)*10 || (p2movetype=H && var(20)) || p2statetype=L || enemynear,hitfall || inguarddist) && vel y>0 && pos y>=-90

[State -1, TKK(far)]
type=changestate
value=282
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= !inguarddist
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
trigger1= (ctrl || stateno=120 || stateno=132)
trigger1= p2movetype=I
trigger1= p2bodydist x=[100,190]
trigger1= pos y=[-50,-20]
trigger1= vel y<0
trigger1= random<100*(1+(enemynear,inguarddist)+(numhelper(1005)||numhelper(1025)||numhelper(1055)))

;===========================================<Combo_Finish>==============================================

[State -1, SHPpower3];c4,f7
type=changestate
value=3845
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= power>2999
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= p2stateno!=[5200,5201]
triggerall= p2stateno!=5210 || enemynear,time>=14
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall = enemynear,animtime>=-4-1 || helper(33333),var(9)&2**2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= !helper(33333),var(20)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= numhelper(22222) && numhelper(33333)
triggerall= !helper(33333),fvar(10) || helper(22222),var(0)>0 || helper(22222),fvar(0) || helper(33333),var(30) || helper(33333),var(35)
triggerall= helper(33333),fvar(34)!=210
trigger1= ctrl || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger1= helper(33333),fvar(36)
trigger1= var(59)<3 || p2statetype=A || random<300
trigger1= random<400/(helper(33333),fvar(38))*(1+(!enemynear,ctrl)+(enemynear,vel x!=0))
trigger2= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
trigger2= enemynear,p2dist x<0 || helper(33333),var(30) || helper(22222),fvar(0) || helper(22222),var(0)>0
trigger2= random<666

[State -1, misogi(combo-finish)];13
type=changestate
value=4100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L
triggerall= power>=3000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2stateno!=[5030,5119]
triggerall= (enemynear,vel x=[-3,3]) || movetype=A
triggerall= enemynear,vel y<4
triggerall= movetype=A || !(enemynear,hitfall) || enemynear,stateno=5210
triggerall= p2statetype=A || p2movetype=H || life-p2life<333 || p2life<550*fvar(12)
triggerall= p2movetype!=A || p2stateno>=1000 || life<333 || p2life-life>=333 || p2statetype=A || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2bodydist y>=-240
triggerall= fvar(19)=0 || p2life<550*fvar(12)
triggerall= p2life<550*fvar(12)
triggerall= var(59)>1
trigger1= stateno=1100 && movehit
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= random<100 || p2life<550*fvar(12)
trigger2= stateno=250 && movehit=1
trigger2= random<500 || (prevstateno=[200,259]) || p2life<550*fvar(12)
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<5
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= p2movetype=H && enemynear,vel y<=0
trigger3= (random<500 || life<333 || life<p2life || p2life<550*fvar(12) || var(59)>2) && var(59)<6

[State -1, kkz(combo-finish)];13
type=changestate
value=4200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4200
triggerall= !numhelper(4205)
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-30,30+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-120,0])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<320*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<320*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= movetype=A || var(57)<=0
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<320*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<320*fvar(12);boss
triggerall= fvar(19)=0 || p2life<320*fvar(12)
triggerall= p2life<320*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= (stateno=1100 || stateno=3300) && movehit
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= random<50-(stateno=3300)*30 || (p2life<320*fvar(12) && (stateno=1100 || random<500))
trigger2= stateno=3000 && numhelper(3005) && var(10)<=6
trigger2= helper(3005),var(3)
trigger2= random<100 || (p2life<320*fvar(12) && random<250)
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1

[State -1, tkj(combo-finish)];13
type=changestate
value=4300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4300
triggerall= !numhelper(4305)
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-80,80+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-60,0])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<290*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<290*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<290*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<290*fvar(12);boss
triggerall= fvar(19)=0 || p2life<290*fvar(12)
triggerall= p2life<290*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=3300 && movehit
trigger1= random<20 || p2life<290*fvar(12)
trigger2= stateno=3100 && movehit && animelemtime(17)>=0
trigger2= random<100
trigger3= stateno=3000 && numhelper(stateno+5) && var(10)<=6
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= random<200 || (p2life<290*fvar(12) && random<333)

[State -1, tenmagouzankuu2(combo-finish)];?
type=changestate
value=3070
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3070
triggerall= !numhelper(3075)
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2bodydist x=[0,50]
triggerall= p2dist y=[-10,p2bodydist x+60]
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<300*fvar(12) || (stateno=1100 && var(10)=3)
triggerall= frontedgebodydist>=120
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<300*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<300*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<300*fvar(12);boss
triggerall= p2movetype!=H || p2statetype=A || enemynear,gethitvar(hittime)>=20
triggerall= fvar(19)=0 || p2life<300*fvar(12)
triggerall= p2life<300*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=1100 || stateno=1250 || stateno=[1301,1302]
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= stateno!=1100 || pos y<-75
trigger1= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger1= movehit
trigger1= p2bodydist x=[0,35]
trigger1= random<250 || (stateno=1100 && var(10)=3 && random<250)
trigger2= stateno=3100 && movehit
trigger2= pos y<-75
trigger2= random<200+(p2life<300*fvar(12))*50
trigger3= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205)
trigger3= random<100 || (p2life<300*fvar(12) && random<333)
trigger4= stateno=3050 && numhelper(3055)
trigger4= helper(3055),var(3)
trigger4= random<100 || (p2life<300*fvar(12) && random<250)

[State -1, messatsugoushoryuu(combo-finish)];6
type=changestate
value=3100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3100
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-10,70+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*6*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-40,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<220*fvar(12) || var(59)>2
triggerall= p2life>=160*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<220*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**2)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<220*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<220*fvar(12);boss
triggerall= fvar(19)=0 || p2life<220*fvar(12)
triggerall= p2life<220*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=210 || stateno=225 || stateno=240 || stateno=255
trigger1= movehit
trigger1= p2bodydist x=[0,30]
trigger1= random<100 || (p2life<220*fvar(12) && random<500)
trigger2= (stateno=1100 && p2statetype!=A) || stateno=1305
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= movehit
trigger2= p2bodydist x=[0,30]
trigger2= random<250 || (p2life<220*fvar(12) && random<500)
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3000) || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1 && p2bodydist x<=30) || ((enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1) && p2bodydist x>20)
trigger3= helper(stateno+5),var(3)
trigger3= random<100 || (p2life<220*fvar(12) && random<500)

[State -1, messatsugousenpu(combo-finish)];?
type=changestate
value=3999;3250
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && p2statetype!=L && var(9)!=2 && (prevstateno!=[3200,3250])
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[0,40]) && (p2dist y=[-40,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<200*fvar(12) || (stateno=1100 && var(10)=3) || var(59)>2
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2life>=150*fvar(12)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<200*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<200*fvar(12);boss
triggerall= fvar(19)=0 || p2life<200*fvar(12)
triggerall= p2life<200*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=1100 || (stateno=[1200,1250]) || (stateno=[1301,1302])
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= stateno!=1100 || pos y<-75
trigger1= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger1= (stateno!=[1301,1302]) || p2dist y<-10
trigger1= movehit=1 || (stateno=1100 && movehit)
trigger1= (p2bodydist x=[0,10+(stateno=1100)*10]) || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= random<200 || (p2life<200*fvar(12) && random<333) || (stateno=1100 && var(10)=3 && random<333)
trigger2= stateno=3100 && movehit
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger2= random<200 || (p2life<200*fvar(12) && random<333)
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3070
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= random<100 || (p2life<200*fvar(12) && random<333)

[State -1, shin shoryu];messatsugourasen(combo-finish)];5
type=changestate
value=3000;3200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && (prevstateno!=[3200,3250])
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-30,45+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*5)]) && (p2dist y=[-60,0])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<200*fvar(12) || var(59)>2
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2life>=150*fvar(12)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<200*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<200*fvar(12);boss
triggerall= fvar(19)=0 || p2life<200*fvar(12)
triggerall= p2life<200*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=210 || stateno=225 || (stateno=240 && p2statetype=A) || stateno=255
trigger1= movehit
trigger1= p2bodydist x<=0
trigger1= random<100 || p2life<200*fvar(12)
trigger2= stateno=3100 && movehit=1 && animelemtime(17)>=0
trigger2= p2bodydist x<=0
trigger2= random<100
trigger3= stateno=4200 && numhelper(4205)
trigger3= helper(4205),var(3)
trigger3= (p2bodydist x=[-20,20]) && (p2bodydist y=[-20-enemynear,vel y*5,-10-enemynear,vel y*5])
trigger3= p2statetype=A && enemynear,vel y>0
trigger3= random<100 || p2life<200*fvar(12)
trigger4= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
trigger4= helper(stateno+5),var(3)
trigger4= (p2bodydist x=[-20,20])
trigger4= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger4= random<100 || p2life<200*fvar(12)
trigger5= stateno=1100 || stateno=1305
trigger5= stateno!=1100 || animelemtime(3)>=1
trigger5= movehit
trigger5= (p2bodydist x=[0,20])
trigger5= random<100 || (p2life<200*fvar(12) && random<500)

[State -1, tenmashinzuiwari(combo-finish)];?
type=changestate
value=3300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3300
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+30]) || stateno=1302
triggerall= p2bodydist x<=p2bodydist y+30+enemynear,vel x*10*(p2statetype!=A)*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
triggerall= (p2bodydist y=[10-(stateno=[3200,3250])*50,p2bodydist x+30]) || stateno=1302
triggerall= pos y<-20 && (enemynear,vel y=[-30,5])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<140*fvar(12) || (stateno=1100 && var(10)=3) || var(59)>2 || stateno=1302
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<140*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<140*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<140*fvar(12);boss
triggerall= fvar(19)=0 || p2life<140*fvar(12)
triggerall= p2life<140*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=270 || stateno=285
trigger1= p2statetype!=A
trigger1= movehit
trigger1= random<100 || (p2life<140*fvar(12) && random<500)
trigger2= stateno=1100 || stateno=1250 || (stateno=[1301,1302])
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= stateno!=1100 || pos y<-75
trigger2= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger2= movehit
trigger2= p2statetype=A || enemynear,gethitvar(hittime)>=(p2bodydist x+p2bodydist y)/10-1
trigger2= random<250 || (p2life<140*fvar(12) && random<500 && (random<333 || (stateno=[1200,1250]) || (stateno=[1301,1302]))) || (p2statetype!=A && var(57)) || (stateno=1100 && var(10)=3 && random<500) || stateno=1302
trigger3= stateno=3100 && movehit
trigger3= random<200 || (p2life<140*fvar(12) && random<500)
trigger3= pos y<-75
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205)
trigger4= random<200 || (p2life<140*fvar(12) && random<500)
trigger5= stateno=1050 || stateno=3050 || stateno=3070 || stateno=4300
trigger5= numhelper(stateno+5)
trigger5= ifelse(stateno=3050, (helper(stateno+5),var(2)>=8), ifelse(stateno=3070, animelemtime(31)>=0, 1))
trigger5= helper(stateno+5),var(3)
trigger5= random<100 || (p2life<140*fvar(12) && random<500)

[State -1, tenmagouzankuu(combo-finish)];?
type=changestate
value=ifelse(power>=3000 && prevstateno!=3070 && !numhelper(3075) && movetype=A && random<666,3070,3050)
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3050
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+90]) && (p2dist y=[-10-(stateno=[3200,3250])*30,p2bodydist x+60]) && (enemynear,vel y=[-30,3])
triggerall= p2dist x>=0
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || (stateno=1100 && var(10)=3) || var(59)>2
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12);boss
triggerall= fvar(19)=0 || p2life<180*fvar(12)
triggerall= p2life<180*fvar(12)
triggerall= var(59)=[1,6]
trigger1= stateno=270 || stateno=285
trigger1= movehit
trigger1= p2bodydist x=[0,30]
trigger1= random<100 || p2life<180*fvar(12)
trigger2= stateno=1100 || (stateno=[1200,1250]) || (stateno=[1301,1302])
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= (stateno!=1100 && stateno!=1200) || pos y<-75
trigger2= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger2= movehit
trigger2= random<250 || (p2life<180*fvar(12) && (random<500 || (stateno=[1200,1250]) || (stateno=[1301,1302]))) || (stateno=1100 && var(10)=3)
trigger3= stateno=3100 && movehit
trigger3= pos y<-75
trigger3= random<200 || p2life<180*fvar(12)
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205)
trigger4= random<200 || p2life<180*fvar(12)
trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3050
trigger5= ifelse(stateno=3070, animelemtime(21)>=0, 1)
trigger5= helper(stateno+5),var(3)
trigger5= random<100 || (p2life<180*fvar(12) && random<500)

[State -1, messatsugouhadou(combo-finish)];?
type=changestate
value=3999
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && p2statetype!=L && prevstateno!=3999
triggerall= !numhelper(3005) && !numhelper(3055) && !numhelper(3085)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && ((p2dist y=[-40,0]) || (movetype=I && p2movetype=H)) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12);boss
triggerall= fvar(19)=0 || p2life<180*fvar(12)
triggerall= p2life<180*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=1100 || stateno=1305
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= stateno!=1100 || var(10)!=3 || (movehit=1 && random<333)
trigger1= movehit
trigger1= (p2bodydist x=[0,60]) && p2bodydist y>=-20
trigger1= random<200 || p2life<180*fvar(12)
trigger2= stateno=3100 && movehit && animelemtime(17)>=0
trigger2= (p2bodydist x=[-10,180]) && p2bodydist y>=-20
trigger2= random<100
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3999 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3999) || p2bodydist x<=90
trigger3= helper(stateno+5),var(3)
trigger3= p2bodydist x=[-10,180]
trigger3= random<100 || p2life<180*fvar(12)
trigger4= (stateno=210 || stateno=225 || stateno=240 || stateno=245 || stateno=255 || stateno=250)
trigger4= stateno!=240 || p2bodydist y>=-30
trigger4= p2bodydist x=[-10,180]
trigger4= movehit=1 && p2life<180*fvar(12)

[State -1, messatsugouhadou(combo-finish)];?
type=changestate
value=3000
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3000
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && ((p2dist y=[-40,0]) || (movetype=I && p2movetype=H)) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12);boss
triggerall= fvar(19)=0 || p2life<180*fvar(12)
triggerall= p2life<180*fvar(12)
triggerall= var(59)>1 && var(59)<6
trigger1= stateno=1100 || stateno=1305
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= stateno!=1100 || var(10)!=3 || (movehit=1 && random<333)
trigger1= movehit
trigger1= (p2bodydist x=[0,60]) && p2bodydist y>=-20
trigger1= random<200 || p2life<180*fvar(12)
trigger2= stateno=3100 && movehit && animelemtime(17)>=0
trigger2= (p2bodydist x=[-10,180]) && p2bodydist y>=-20
trigger2= random<100
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3000 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3000) || p2bodydist x<=90
trigger3= helper(stateno+5),var(3)
trigger3= p2bodydist x=[-10,180]
trigger3= random<100 || p2life<180*fvar(12)
trigger4= (stateno=210 || stateno=225 || stateno=240 || stateno=245 || stateno=255 || stateno=250)
trigger4= stateno!=240 || p2bodydist y>=-30
trigger4= p2bodydist x=[-10,180]
trigger4= movehit=1 && p2life<180*fvar(12)

;===========================================<Combo_Normal>==============================================

[State -1, SMK_fast(combo)];c5,f4
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*5,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>5+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=230 || stateno=235 || stateno=245)
trigger1= movecontact=1
trigger1= p2bodydist x<=14-(stateno=205||stateno=235)*11
trigger1= p2statetype!=L && p2statetype!=A
trigger1= random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || var(59)>2

[State -1, CLK_fast(combo)];2
type=changestate
value=245
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,45+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2stateno!=5120
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=230) && time=5
trigger1= p2bodydist x<30-10-(stateno=205||stateno=235)*15 && movecontact
trigger1= p2statetype!=L && p2statetype!=A
trigger1= random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || var(59)>2

[State -1, CHK_fast(combo)];6
type=changestate
value=255
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,60+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2stateno!=5120
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= !fvar(19)
trigger1= stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250
trigger1= p2bodydist x<=30-(stateno=205||stateno=235)*15 && movecontact=1
trigger1= p2bodydist x>=30-10-(stateno=205||stateno=235)*15 || !(stateno=200 || stateno=230 || stateno=245)
trigger1= p2statetype!=L && p2statetype!=A
trigger1= random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || var(59)>2

[State -1, CLK(combo)];2
type=changestate
value=245
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,45+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2stateno!=5120
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=230) && time=5 && random<300/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))*(1+(moveguarded))
trigger1= p2bodydist x<=35 && movecontact
trigger1= p2statetype!=L && p2statetype!=A

[State -1, CLP(combo)];2
type=changestate
value=230
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist && !(enemynear,hitfall)
triggerall= (p2bodydist x=[-20,45+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=245) && time=5 && random<300/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))*(1+(moveguarded))
trigger1= p2statetype!=L && p2statetype!=A && movecontact
trigger1= p2bodydist x<=35

[State -1, SMP(combo)];c4,f4
type=changestate
value=205
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=215 || stateno=230 || stateno=245)
trigger1= movecontact=1 && random<666/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SHP(combo)];c4,f7
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
trigger1= p2bodydist x<=4+(stateno=200||stateno=215||stateno=230||stateno=245)*10
trigger1= movecontact=1 && random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SMK(combo)];c5,f4
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*5,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>5+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=230 || stateno=235 || stateno=245)
trigger1= movecontact=1 && random<666/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2bodydist x<=16
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SHK(combo)];c6,f8
type=changestate
value=225
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
trigger1= p2bodydist x<=0 && movecontact=1 && random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, CHP(combo)];7
type=changestate
value=240
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,35+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*10]) && (p2dist y=[-100-enemynear,vel y*7,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>7+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
trigger1= p2bodydist x<=4+(stateno=200||stateno=215||stateno=230||stateno=245)*5
trigger1= movecontact=1 && random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SLP(combo)];c3,f2
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[25,50+enemynear,vel x*(1-(facing=enemynear,facing)*2)*2-(p2movetype=H)*2+80]) && (p2dist y=[-50-enemynear,vel y*2,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>2+1
triggerall= !fvar(19)
trigger1= stateno=200 && time=5 && movecontact && random<300/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2bodydist x<=40
trigger1= p2statetype!=L && p2statetype!=A

[State -1, CMP(combo)];4
type=changestate
value=235
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,40+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=215 || stateno=230 || stateno=245)
trigger1= p2bodydist x<=25 && movecontact=1 && random<666/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SMP(combo)];c4,f4
type=changestate
value=205
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,55+enemynear,vel x*(1-(facing=enemynear,facing)*2)*4-(p2movetype=H)*4]) && (p2dist y=[-50-enemynear,vel y*4,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>4+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=215 || stateno=230 || stateno=245)
trigger1= p2bodydist x<=30 && movecontact=1 && random<666/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SLK(combo)];5
type=changestate
value=215
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,50+enemynear,vel x*(1-(facing=enemynear,facing)*2)*5-(p2movetype=H)*5]) && (p2dist y=[-50-enemynear,vel y*5,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>5+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=230)
trigger1= (p2bodydist x=[26,35]) && movecontact=1 && random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L
trigger2= (stateno=200 || stateno=230 || stateno=245) && time=5
trigger2= p2bodydist x=[21,30]
trigger2= random<300/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger2= p2statetype!=L && p2statetype!=A && movecontact

[State -1, SHP(combo)];c4,f7
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,70+enemynear,vel x*(1-(facing=enemynear,facing)*2)*7-(p2movetype=H)*7]) && (p2dist y=[-40-enemynear,vel y*7,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>7+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
trigger1= p2bodydist x<=25+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, SHK(combo)];c6,f8
type=changestate
value=225
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2bodydist x=[25,65+enemynear,vel x*(1-(facing=enemynear,facing)*2)*8-(p2movetype=H)*8]) && (p2dist y=[-75-enemynear,vel y*8,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>8+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
trigger1= p2bodydist x<=25+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype!=L && p2statetype!=A

[State -1, CHK(combo)];6
type=changestate
value=255
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,60+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2stateno!=5120
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
trigger1= p2bodydist x<=30-(stateno=205||stateno=235)*15 && movecontact=1 && (random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))/(1+(p2statetype=C)+(moveguarded)) || var(59)>2)
trigger1= p2statetype!=L && p2statetype!=A

[State -1, CMK(combo)];6
type=changestate
value=250
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall= (p2bodydist x=[-20,65+enemynear,vel x*(1-(facing=enemynear,facing)*2)*6-(p2movetype=H)*6]) && (p2dist y=[-50-enemynear,vel y*6,50]) && p2stateno!=5120
triggerall= p2statetype!=A
triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201 || p2bodydist x!=25
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>6+1
triggerall= !fvar(19)
trigger1= (stateno=200 || stateno=205 || stateno=215 || stateno=230 || stateno=235 || stateno=245)
trigger1= p2bodydist x<=45-(stateno=205||stateno=235)*15 && movecontact=1 && (random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))/(1+(p2statetype=C)+(moveguarded)) || var(59)>2)
trigger1= p2statetype!=L && p2statetype!=A

[State -1, TKK(combo)]
type=changestate
value=282
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= ((p2bodydist x<p2bodydist y+30) && (p2dist y=[-50,p2bodydist x+60])) || p2bodydist x<-20 || ((p2bodydist x=[-20,20]) && (p2bodydist y=[30,60])) || (var(9)=2 && vel y>=0)
triggerall= p2movetype!=H
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>10+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= !fvar(19)
trigger1= stateno=1050 && animelemtime(3)>=2
trigger1= random<200 || p2dist x<0
trigger1= p2statetype!=A || p2dist x<0+(p2bodydist y>=60)*20

[State -1, AHP(combo)];4
type=changestate
value=270
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && !inguarddist
triggerall= (p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,35+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]) && (p2dist y=[-50,60]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>4+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= !fvar(19)
trigger1= (stateno=260 || stateno=275 || stateno=280) && var(9)!=2 && (movecontact=[1,4])
trigger1= random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || ((stateno=260 || stateno=275) && vel Y<0) || stateno=265 || stateno=280
trigger1= p2statetype=A
trigger1= vel x>=0

[State -1, AHK(combo)];!7,4
type=changestate
value=285
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && !inguarddist
triggerall= (p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,45+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]) && (p2dist y=[-50,60+(!vel x)*15]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>4+(!vel x)*3+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= !fvar(19)
trigger1= (stateno=260 || stateno=265 || stateno=275) && var(9)!=2 && (movecontact=[1,4])
trigger1= p2dist y<60+(!vel x)*15-30
trigger1= random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || ((stateno=260 || stateno=275) && vel Y<0) || stateno=265 || stateno=280
trigger1= p2statetype=A
trigger1= vel x>=0

[State -1, AMP(combo)];4
type=changestate
value=265
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[-1-(enemynear,backedgedist<=1)*10+(vel x>0&&p2statetype!=A)*10,35+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]) && (p2dist y=[-50,55]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>4+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= !fvar(19)
trigger1= (stateno=260 || stateno=275) && (movecontact=[1,4]) && var(9)!=2
trigger1= p2statetype=A && vel Y<0
trigger1= random<333/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype=A
trigger1= vel x>=0

[State -1, AMK(combo)];4
type=changestate
value=280
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[-50,15+(vel x!=0)*20+(vel x)*4+(enemynear,vel x*(1-(facing=enemynear,facing)*2))*4]) && (p2dist y=[-50-(!vel x)*25,55-(!vel x)*55]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>4+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= !fvar(19)
trigger1= ((stateno=[260,265]) || stateno=275) && (movecontact=[1,4]) && var(9)!=2
trigger1= p2statetype=A && vel Y<0
trigger1= p2dist y<55-(!vel x)*55-30
trigger1= random<333/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger1= p2statetype=A
trigger1= vel x>=0

[State -1, TKK(combo)]
type=changestate
value=282
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= var(20) || !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || helper(22222),var(0)>10+1 || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= !fvar(19)
trigger1= stateno=1050 && animelemtime(3)>=2
trigger1= p2statetype!=A
trigger1= numhelper(1055)>=2
trigger1= enemynear,backedgedist>=10
trigger1= p2bodydist x<p2bodydist y-100

;===========================================<Combo_Special>==============================================

[State -1, hyakkishuu_fast(combo)]
type=changestate
value=1300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= stateno!=240 || !var(20)
triggerall= !fvar(19)
trigger1= (stateno=[200,259]) && stateno!=207
trigger1= movehit=1
trigger1= enemynear,gethitvar(hittime)>=18+(p2bodydist x>=15)*2-1
trigger1= p2bodydist x<=25
trigger1= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= p2statetype=S && p2movetype=H && (p2stateno!=[120,155])
trigger1= enemynear,const(size.head.pos.y)<=-80
trigger1= power>=1000
trigger1= random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))

[State -1, tatsumakizankuukyaku(combo)];9
type=changestate
value=1200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-20,90]) && (p2dist y=[-120,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= (helper(33333),var(40)>=8*(stateno!=255)) || var(20)>0 || var(24) || numtarget(3300)
triggerall= helper(33333),var(9)&2**0 || helper(22222),var(0)>9+1
triggerall= !fvar(19)
trigger1= (stateno=210 || stateno=225 || stateno=240 || stateno=250 || stateno=245)
trigger1= movehit=1 && (p2bodydist x=[-20,30+(stateno=250)*10+(stateno=245)*20]) && (random<666/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || life<500 || var(59)>2)
trigger1= p2statetype!=C
trigger2= stateno=255
trigger2= movehit=1 && (random<666/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || life<500 || var(59)>2)

[State -1, goushoryuuken(combo)]
type=changestate
value=1100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2statetype!=L || p2stateno=5120) && (p2bodydist x=[-20,80+enemynear,vel x*(1-(facing=enemynear,facing)*2)*3]) && (p2dist y=[-120,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= !fvar(19)
trigger1= (stateno=[200,250]) && stateno!=207
trigger1= movehit=1 && (p2bodydist x=[-20,12])
trigger1= (stateno!=[245,250]) || p2statetype!=A
trigger1= p2statetype!=S
trigger1= random<300/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))

[State -1, hyakkishuu(combo)]
type=changestate
value=1300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= p2statetype!=L || p2stateno=5120
triggerall= p2movetype!=A || p2stateno<3000
triggerall= stateno!=240 || !var(20)
triggerall= !fvar(19)
trigger1= (stateno=[200,259]) && stateno!=207
trigger1= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
trigger1= life-p2life>=333
trigger1= moveguarded=1
trigger1= helper(33333),var(53)<=3-(life<700||life-p2life<333||random<700||var(59)>2)-(life<500||life<p2life||random<800||var(59)>2)-(life<333||p2life-life>=333||random<666||var(59)>2)
trigger1= random<250/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger2= stateno=245 && movecontact
trigger2= p2statetype=A
trigger2= random<333/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))

[State -1, shakunetsuhadouken(combo)]
type=changestate
value=1020
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2dist x>=0) && (p2dist y>=-25) && (p2movetype!=A || (stateno=[700,701])) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= numhelper(55555)
triggerall= !fvar(19)
trigger1= (stateno=210 || stateno=225 || stateno=240 || stateno=255)
trigger1= movehit=1 && (p2bodydist x=[-20,25]) && random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))
trigger2= stateno=245 && movecontact
trigger2= p2statetype=A && random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))

[State -1, zenpoutenshin(combo)]
type=changestate
value=1450
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= numhelper(55555)
triggerall= !fvar(19)
trigger1= (stateno=[200,259]) && stateno!=207
trigger1= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
trigger1= life-p2life>=333 && var(59)<3
trigger1= moveguarded=1 && random<250/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))

[State -1, gouhadouken(combo)]
type=changestate
value=1000
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2dist x>=0) && (p2movetype!=A || (stateno=[700,701]))
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= stateno!=240 || !var(20)
triggerall= numhelper(55555)
triggerall= !fvar(19)
trigger1= (stateno=[200,259]) && stateno!=207
trigger1= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245 && stateno!=240
trigger1= movecontact=1 && (p2bodydist x=[31-(p2statetype=C)*51,80]) && (random<750/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || life<500 || var(59)>2)
trigger1= p2statetype!=L
trigger2= stateno=245 && movecontact
trigger2= p2statetype=A

[State -1, kuuchuutatsumakizankuukyaku(combo)]
type=changestate
value=1250
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-40,60+(p2dist x<0&&vel y>0)*30]) && p2statetype!=L
triggerall= p2dist y<-20 || vel y>0
triggerall= !fvar(19)
trigger1= (stateno=[260,285])
trigger1= movecontact=1 && (p2bodydist x=[-20,25]) && p2statetype=A && random<300/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))

[State -1, zankuuhadouken(combo)]
type=changestate
value=1050
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= p2dist x>=0 && p2dist y>=-25-(movecontact>=1)*25
triggerall= p2movetype!=H || !var(20)
triggerall= numhelper(55555)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= !inguarddist || p2dist x<0 || enemynear,p2dist x<0 || (p2statetype=A && stateno!=132) || movetype=A || p2movetype!=A || helper(33333),var(10)&2**2 || helper(33333),var(30) || helper(55555),var(58)&2**6
triggerall= prevstateno!=44
triggerall= !fvar(19)
trigger1= (stateno=[260,285])
trigger1= p2statetype=A
trigger1= movecontact=1 && (random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))*(1+(vel y<0)) || stateno=270 || stateno=285)
trigger2= (stateno=[260,285])
trigger2= stateno!=260 && stateno!=275
trigger2= p2statetype=A
trigger2= moveguarded && (((moveguarded=[1,3]) && random<200/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3))) || vel y<0)

[State -1, TKKCombo(combo)]
type=changestate
value=ifelse((ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)),1050,1250)
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2
triggerall= p2movetype!=H || !var(20)
triggerall= !fvar(19)
trigger1= stateno=282
trigger1= p2bodydist y>=85-(enemynear,backedgedist<=1)*10
trigger1= movecontact=1 && (random<500/(1+((life-p2life>=300||var(59)=1)+(life-p2life>=500||var(59)=1)+(life-p2life>=700||var(59)=1))*(var(59)<3)) || var(59)>2)

;===========================================<Combo_Super>==============================================

[State -1, misogi(combo)];13
type=changestate
value=4100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L
triggerall= power>=3000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2stateno!=[5030,5119]
triggerall= (enemynear,vel x=[-3,3]) || movetype=A
triggerall= enemynear,vel y<4
triggerall= movetype=A || !(enemynear,hitfall) || enemynear,stateno=5210
triggerall= p2statetype=A || p2movetype=H || life-p2life<333 || p2life<550*fvar(12)
triggerall= p2movetype!=A || p2stateno>=1000 || life<333 || p2life-life>=333 || p2statetype=A || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2bodydist y>=-240
triggerall= fvar(19)=0 || p2life<550*fvar(12)
triggerall= (fvar(12)>=0.5 || p2life<550*fvar(12) || var(59)<3) && var(59)<6
trigger1= stateno=1100 && movehit
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= random<100*(1+(var(59)>2)) || p2life<550*fvar(12)
trigger2= stateno=250 && movehit=1
trigger2= random<500 || (prevstateno=[200,259]) || p2life<550*fvar(12)
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<5
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= p2movetype=H && enemynear,vel y<=0
trigger3= (random<500 || life<333 || life<p2life || p2life<550*fvar(12) || var(59)>2) && var(59)<6

[State -1, (combo)];13
type=changestate
value=2200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2stateno!=[5030,5119]
triggerall= (enemynear,vel x=[-3,3]) || movetype=A
triggerall= enemynear,vel y<4
triggerall= movetype=A || !(enemynear,hitfall) || enemynear,stateno=5210
triggerall= p2statetype=A || p2movetype=H || life-p2life<333 || p2life<550*fvar(12)
triggerall= p2movetype!=A || p2stateno>=1000 || life<333 || p2life-life>=333 || p2statetype=A || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2bodydist y>=-240
triggerall= fvar(19)=0 || p2life<550*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<550*fvar(12) || var(59)<3
triggerall= var(59)<6
trigger1= (prevstateno=1100 || !(enemynear,hitfall) || enemynear,stateno=5210) && ctrl
trigger1= random<100*(1+(var(59)>2)) || p2life<550*fvar(12)
trigger2= stateno=250 && movehit=1
trigger2= random<500 || (prevstateno=[200,259]) || p2life<550*fvar(12)
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<5
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= p2movetype=H && enemynear,vel y<=0
trigger3= random<500 || life<333 || life<p2life || p2life<550*fvar(12) || var(59)>2

[State -1, kkz(combo)];13
type=changestate
value=4200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4200
triggerall= !numhelper(4205)
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-30,30+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-120,0])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<320*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<320*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= movetype=A || var(57)<=0
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<320*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<320*fvar(12);boss
triggerall= fvar(19)=0 || p2life<320*fvar(12)
triggerall= (fvar(12)>=0.5 || p2life<320*fvar(12) || var(59)<3) && var(59)<6
trigger1= (stateno=1100 || stateno=3300) && movehit
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= random<50*(1+(var(59)>2))-(stateno=3300)*30 || (p2life<320*fvar(12) && (stateno=1100 || random<500))
trigger2= stateno=3000 && numhelper(3005) && var(10)<=6
trigger2= helper(3005),var(3)
trigger2= random<100*(1+(var(59)>2)) || (p2life<320*fvar(12) && random<250)
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1

[State -1, tkj(combo)];13
type=changestate
value=4300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4300
triggerall= !numhelper(4305)
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-80,80+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*13*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-60,0])
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<290*fvar(12)
triggerall= (p2movetype!=A || life<333 || life<p2life || p2life<290*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2) && var(59)<6
triggerall= (p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2) && var(59)<6
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<290*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<290*fvar(12);boss
triggerall= fvar(19)=0 || p2life<290*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<290*fvar(12) || var(59)<3
trigger1= stateno=3300 && movehit
trigger1= random<20*(1+(var(59)>2)) || p2life<290*fvar(12)
trigger2= stateno=3100 && movehit && animelemtime(17)>=0
trigger2= random<100*(1+(var(59)>2))
trigger3= stateno=3000 && numhelper(stateno+5) && var(10)<=6
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= random<200*(1+(var(59)>2)) || (p2life<290*fvar(12) && random<333)

[State -1, tenmagouzankuu2(combo)];?
type=changestate
value=3070
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3070
triggerall= !numhelper(3075)
triggerall= power>=2000
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2bodydist x=[0,50]
triggerall= p2dist y=[-10,p2bodydist x+60]
triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<300*fvar(12) || (stateno=1100 && var(10)=3)
triggerall= frontedgebodydist>=120
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<300*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<300*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<300*fvar(12);boss
triggerall= p2movetype!=H || p2statetype=A || enemynear,gethitvar(hittime)>=20
triggerall= fvar(19)=0 || p2life<300*fvar(12)
triggerall= (fvar(12)>=0.5 || p2life<300*fvar(12) || var(59)<3) && var(59)<6
trigger1= stateno=1100 || stateno=1250 || stateno=[1301,1302]
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= stateno!=1100 || pos y<-75
trigger1= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger1= stateno!=1302 || p2statetype!=S || random<333
trigger1= movehit
trigger1= p2bodydist x=[0,35]
trigger1= random<50*(1+(var(59)>2)) || (stateno=1100 && var(10)=3 && random<250)
trigger2= stateno=3100 && movehit
trigger2= pos y<-75
trigger2= random<200+(p2life<300*fvar(12))*50
trigger3= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205)
trigger3= random<100*(1+(var(59)>2)) || (p2life<300*fvar(12) && random<333)
trigger4= stateno=3050 && numhelper(3055)
trigger4= helper(3055),var(3)
trigger4= random<100*(1+(var(59)>2)) || (p2life<300*fvar(12) && random<250)

[State -1, messatsugoushoryuu(combo)];6
type=changestate
value=40000
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=40000
triggerall= power>=2000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-10,70+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*6*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-40,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<220*fvar(12) || var(59)>2
triggerall= p2life>=160*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<220*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**2)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<220*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<220*fvar(12);boss
triggerall= fvar(19)=0 || p2life<220*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<220*fvar(12) || var(59)<3
trigger1= stateno=210 || stateno=225 || stateno=240 || stateno=255
trigger1= movehit
trigger1= p2bodydist x=[0,30]
trigger1= random<100*(1+(var(59)>2)) || (p2life<220*fvar(12) && random<500)
trigger2= (stateno=1100 && p2statetype!=A) || stateno=1305
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= movehit
trigger2= p2bodydist x=[0,30]
trigger2= random<50*(1+(var(59)>2)) || (p2life<220*fvar(12) && random<500)
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3000) || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1 && p2bodydist x<=30) || ((enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1) && p2bodydist x>20)
trigger3= helper(stateno+5),var(3)
trigger3= random<100*(1+(var(59)>2)) || (p2life<220*fvar(12) && random<500)
trigger2= stateno=1400 && animelemtime(6)>=0 && (time>=20 || life<333 || var(59)>2) && var(59)<6
trigger2= p2bodydist x=[31,120]
trigger2= p2statetype!=A || (enemynear,vel y>0 && enemynear,pos y>=const(size.height)*-1 && (p2movetype=A || (p2stateno=[120,155])) && fvar(18)<20)
trigger2= life-p2life<333 || p2life<550 || var(59)>2
trigger2= random<180*(1+(life<333||var(59)>2)+(p2stateno>=3000)+(p2life<550)+(enemynear,p2dist x<0))

[State -1, messatsugoushoryuu(combo)];6
type=changestate
value=3100
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3100
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-10,70+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*6*(-1+(facing!=enemynear,facing)*2))]) && (p2dist y=[-40,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<220*fvar(12) || var(59)>2
triggerall= p2life>=160*fvar(12)
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<220*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**2)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<220*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<220*fvar(12);boss
triggerall= fvar(19)=0 || p2life<220*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<220*fvar(12) || var(59)<3
trigger1= stateno=210 || stateno=225 || stateno=240 || stateno=255
trigger1= movehit
trigger1= p2bodydist x=[0,30]
trigger1= random<100*(1+(var(59)>2)) || (p2life<220*fvar(12) && random<500)
trigger2= (stateno=1100 && p2statetype!=A) || stateno=1305
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= movehit
trigger2= p2bodydist x=[0,30]
trigger2= random<50*(1+(var(59)>2)) || (p2life<220*fvar(12) && random<500)
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3000) || (enemynear,backedgedist>1 && enemynear,frontedgebodydist>1 && p2bodydist x<=30) || ((enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1) && p2bodydist x>20)
trigger3= helper(stateno+5),var(3)
trigger3= random<100*(1+(var(59)>2)) || (p2life<220*fvar(12) && random<500)

[State -1, messatsugousenpu(combo)];?
type=changestate
value=3999;3250
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && p2statetype!=L && var(9)!=2 && (prevstateno!=[3200,3250])
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[0,40]) && (p2dist y=[-40,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<200*fvar(12) || (stateno=1100 && var(10)=3) || var(59)>2
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2life>=150*fvar(12)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<200*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<200*fvar(12);boss
triggerall= fvar(19)=0 || p2life<200*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<200*fvar(12) || var(59)<3
trigger1= stateno=1100 || (stateno=[1200,1250]) || (stateno=[1301,1302])
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= stateno!=1100 || pos y<-75
trigger1= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger1= stateno!=1302 || p2statetype!=S || random<333
trigger1= (stateno!=[1301,1302]) || p2dist y<-10
trigger1= movehit=1 || (stateno=1100 && movehit)
trigger1= (p2bodydist x=[0,10+(stateno=1100)*10]) || enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger1= random<50*(1+(var(59)>2)) || (p2life<200*fvar(12) && random<333) || (stateno=1100 && var(10)=3 && random<333)
trigger2= stateno=3100 && movehit
trigger2= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger2= random<200*(1+(var(59)>2)) || (p2life<200*fvar(12) && random<333)
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3070
trigger3= helper(stateno+5),var(3)
trigger3= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger3= random<100*(1+(var(59)>2)) || (p2life<200*fvar(12) && random<333)

[State -1, shin shoryuken]; messatsugourasen(combo)];5
type=changestate
value=3480;3200
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[-30,45+(enemynear,vel x*(1-(facing=enemynear,facing)*2)*5)]) && (p2dist y=[-60,0])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<200*fvar(12) || var(59)>2
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= p2life>=150*fvar(12)
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<200*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<200*fvar(12);boss
triggerall= fvar(19)=0 || p2life<200*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<200*fvar(12) || var(59)<3
trigger1= stateno=210 || stateno=225 || (stateno=240 && p2statetype=A) || stateno=255
trigger1= movehit
trigger1= p2bodydist x<=0
trigger1= random<100*(1+(var(59)>2)) || p2life<200*fvar(12)
trigger2= stateno=3100 && movehit=1 && animelemtime(17)>=0
trigger2= p2bodydist x<=0
trigger2= random<100*(1+(var(59)>2))
trigger3= stateno=4200 && numhelper(4205)
trigger3= helper(4205),var(3)
trigger3= (p2bodydist x=[-20,50]) && (p2bodydist y=[-20-enemynear,vel y*5,-10-enemynear,vel y*5])
trigger3= p2statetype=A && enemynear,vel y>0
trigger3= random<100*(1+(var(59)>2)) || p2life<200*fvar(12)
trigger4= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
trigger4= helper(stateno+5),var(3)
trigger4= (p2bodydist x=[-20,50])
trigger4= enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1
trigger4= random<100*(1+(var(59)>2)) || p2life<200*fvar(12)
trigger5= var(59) < 6
trigger5= stateno=1100 || stateno=1305
trigger5= stateno!=1100 || animelemtime(3)>=1
trigger5= movehit
trigger5= (p2bodydist x=[0,50])
trigger5= random<100*(1+(var(59)>2)) || (p2life<200*fvar(12) && random<500)

[State -1, tenmashinzuiwari(combo)];?
type=changestate
value=3300
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3300
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+30]) || stateno=1302
triggerall= p2bodydist x<=p2bodydist y+30+enemynear,vel x*10*(p2statetype!=A)*(1-(facing=enemynear,facing)*2)*(enemynear,backedgedist>1&&enemynear,frontedgebodydist>1)
triggerall= (p2bodydist y=[10-(stateno=[3200,3250])*50,p2bodydist x+30]) || stateno=1302
triggerall= pos y<-20 && (enemynear,vel y=[-30,5])
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<140*fvar(12) || (stateno=1100 && var(10)=3) || var(59)>2 || stateno=1302
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<140*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<140*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<140*fvar(12);boss
triggerall= fvar(19)=0 || p2life<140*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<140*fvar(12) || var(59)<3 || stateno=1302
trigger1= stateno=270 || stateno=285
trigger1= p2statetype!=A
trigger1= movehit
trigger1= random<100*(1+(var(59)>2)) || (p2life<140*fvar(12) && random<500)
trigger2= stateno=1100 || stateno=1250 || (stateno=[1301,1302])
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= stateno!=1100 || pos y<-75
trigger2= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger2= stateno!=1302 || p2statetype!=S || random<333
trigger2= movehit
trigger2= p2statetype=A || enemynear,gethitvar(hittime)>=(p2bodydist x+p2bodydist y)/10-1
trigger2= random<50*(1+(var(59)>2)) || (p2life<140*fvar(12) && random<500 && (random<333 || (stateno=[1200,1250]) || (stateno=[1301,1302]))) || (p2statetype!=A && var(57)) || (stateno=1100 && var(10)=3 && random<500) || stateno=1302
trigger3= stateno=3100 && movehit
trigger3= random<200*(1+(var(59)>2)) || (p2life<140*fvar(12) && random<500)
trigger3= pos y<-75
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205)
trigger4= random<200*(1+(var(59)>2)) || (p2life<140*fvar(12) && random<500)
trigger5= stateno=1050 || stateno=3050 || stateno=3070 || stateno=4300
trigger5= numhelper(stateno+5)
trigger5= ifelse(stateno=3050, (helper(stateno+5),var(2)>=8), ifelse(stateno=3070, animelemtime(31)>=0, 1))
trigger5= helper(stateno+5),var(3)
trigger5= random<100*(1+(var(59)>2)) || (p2life<140*fvar(12) && random<500)

[State -1, tenmagouzankuu(combo)];?
type=changestate
value=ifelse(power>=3000 && prevstateno!=3070 && !numhelper(3075) && movetype=A && random<666,3070,3050)
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3050
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= (p2bodydist x=[p2bodydist y-30,p2bodydist y+90]) && (p2dist y=[-10-(stateno=[3200,3250])*30,p2bodydist x+60]) && (enemynear,vel y=[-30,3])
triggerall= p2dist x>=0
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || (stateno=1100 && var(10)=3) || var(59)>2
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12);boss
triggerall= fvar(19)=0 || p2life<180*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<180*fvar(12) || var(59)<3
trigger1= stateno=270 || stateno=285
trigger1= movehit
trigger1= p2bodydist x=[0,30]
trigger1= random<100*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger2= stateno=1100 || (stateno=[1200,1250]) || (stateno=[1301,1302])
trigger2= stateno!=1100 || animelemtime(3)>=1
trigger2= (stateno!=1100 && stateno!=1200) || pos y<-75
trigger2= stateno!=1302 || p2statetype!=S || pos y>=-30 || enemynear,gethitvar(hittime)<(p2bodydist x+p2bodydist y)/10
trigger2= stateno!=1302 || p2statetype!=S || random<333
trigger2= movehit
trigger2= random<50*(1+(var(59)>2)) || (p2life<180*fvar(12) && (random<500 || (stateno=[1200,1250]) || (stateno=[1301,1302]))) || (stateno=1100 && var(10)=3)
trigger3= stateno=3100 && movehit
trigger3= pos y<-75
trigger3= random<50*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205)
trigger4= random<200*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3050
trigger5= ifelse(stateno=3070, animelemtime(21)>=0, 1)
trigger5= helper(stateno+5),var(3)
trigger5= random<100*(1+(var(59)>2)) || (p2life<180*fvar(12) && random<500)

[State -1, messatsugouhadou(combo)];?
type=changestate
value=3999
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype=A && p2statetype!=L && prevstateno!=3999
triggerall= !numhelper(3005) && !numhelper(3055) && !numhelper(3085)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && ((p2dist y=[-40,0]) || (movetype=I && p2movetype=H)) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12);boss
triggerall= fvar(19)=0 || p2life<180*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<180*fvar(12) || var(59)<3
trigger1= stateno=1100 || stateno=1305
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= movehit
trigger1= (p2bodydist x=[0,60]) && p2bodydist y>=-20
trigger1= random<50*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger2= stateno=3100 && movehit && animelemtime(17)>=0
trigger2= (p2bodydist x=[-10,180]) && p2bodydist y>=-20
trigger2= random<100*(1+(var(59)>2))
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3999 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3999) || p2bodydist x<=90
trigger3= helper(stateno+5),var(3)
trigger3= p2bodydist x=[-10,180]
trigger3= random<100*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger4= (stateno=210 || stateno=225 || stateno=240 || stateno=245 || stateno=255 || stateno=250)
trigger4= stateno!=240 || p2bodydist y>=-30
trigger4= p2bodydist x=[-10,180]
trigger4= movehit=1 && p2life<180*fvar(12)

[State -1, messatsugouhadou(combo)];?
type=changestate
value=3000
triggerall= numhelper(33333)
triggerall= (var(59)>=1 || helper(33333),var(0)>=1) && numenemy
triggerall= roundstate=2 && statetype!=A && p2statetype!=L && prevstateno!=3000
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=1000 && var(20)<=60-30
triggerall= !enemynear,ctrl
triggerall= enemynear,stateno!=[120,155]
triggerall= p2dist x>=0 && ((p2dist y=[-40,0]) || (movetype=I && p2movetype=H)) && (p2movetype=H || enemynear,vel y<8)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<180*fvar(12) || var(59)>2
triggerall= !enemy,numproj
triggerall= p2movetype!=A || life<333 || life<p2life || p2life<180*fvar(12) || power>=3000 || enemynear,time>=7 || var(59)>2
triggerall= p2movetype!=A || enemynear,time>=random%(7-(life<p2life||life<666)*2-(p2life-life>=333||life<333)*2) || var(59)>2
triggerall= stateno>=1000 || power<2500 || p2life>=550 || p2life<180*fvar(12);boss
triggerall= stateno>=1000 || power>=3000 || life<p2life || p2life<180*fvar(12);boss
triggerall= fvar(19)=0 || p2life<180*fvar(12)
triggerall= fvar(12)>=0.5 || p2life<180*fvar(12) || var(59)<3
trigger1= stateno=1100 || stateno=1305
trigger1= stateno!=1100 || animelemtime(3)>=1
trigger1= movehit
trigger1= (p2bodydist x=[0,60]) && p2bodydist y>=-20
trigger1= random<50*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger2= stateno=3100 && movehit && animelemtime(17)>=0
trigger2= (p2bodydist x=[-10,180]) && p2bodydist y>=-20
trigger2= random<100*(1+(var(59)>2))
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3000 && stateno!=4200
trigger3= (stateno!=1000 && stateno!=1020 && stateno!=3000) || p2bodydist x<=90
trigger3= helper(stateno+5),var(3)
trigger3= p2bodydist x=[-10,180]
trigger3= random<100*(1+(var(59)>2)) || p2life<180*fvar(12)
trigger4= (stateno=210 || stateno=225 || stateno=240 || stateno=245 || stateno=255 || stateno=250)
trigger4= stateno!=240 || p2bodydist y>=-30
trigger4= p2bodydist x=[-10,180]
trigger4= movehit=1 && p2life<180*fvar(12)

;===========================================<Other>==============================================

[State -1, walk]
type=changestate
value=21
triggerall= var(59)>=1 && numenemy
triggerall= statetype=S && roundstate=2
triggerall= ctrl && (stateno!=[100,105]) && (stateno!=[20,22]) && (prevstateno!=[20,22])
triggerall= numhelper(55555)
triggerall= (!(helper(55555),var(58)&2**0) && !(helper(55555),var(58)&2**1) && !(helper(55555),var(58)&2**2) && !(helper(55555),var(58)&2**10)) || !inguarddist
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= !inguarddist
trigger1= p2bodydist x=[46,119+(life<333||var(59)>2)*40]
trigger1= enemynear,ctrl || (p2stateno=[120,155]) || (p2bodydist x<120 && p2movetype!=H)
trigger1= frontedgebodydist>0 || ((p2bodydist x=[66,139-(life-p2life>=333)*20]) && !vel x && backedgedist>0 && p2movetype!=H)
trigger1= backedgedist>0 || ((p2bodydist x!=[66,139-(life-p2life>=333)*20]) && !vel x && frontedgebodydist>0) || p2movetype=H
trigger1= random<120*(1+((p2stateno=[120,155])&&p2bodydist x<120))
trigger2= p2bodydist x=[-20,60+(numhelper(3005)||numhelper(3055) || numhelper(3085))*30]
trigger2= numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055) || numhelper(3085)
trigger2= numhelper(stateno+5)
trigger2= helper(stateno+5),var(3)
trigger2= p2statetype=A && (enemynear,backedgedist<=1 || enemynear,frontedgebodydist<=1)
trigger2= frontedgebodydist>0 || ((p2bodydist x=[66,139-(life-p2life>=333)*20]) && !vel x && backedgedist>0 && p2movetype!=H)
trigger2= backedgedist>0 || ((p2bodydist x!=[66,139-(life-p2life>=333)*20]) && !vel x && frontedgebodydist>0) || p2movetype=H
trigger2= random<120*(1+((p2stateno=[120,155])&&p2bodydist x<120))

[State -1, run/dash]
type=changestate
value=100
triggerall= var(59)>=1 && numenemy
triggerall= statetype=S && roundstate=2
triggerall= ctrl && (stateno!=[100,105])
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**20) || helper(55555),var(58)&2**22
triggerall= !enemy,numproj || enemynear,p2dist x<0
trigger1= p2bodydist x>=120
trigger1= p2statetype!=L || (p2bodydist x>=140 && p2stateno=5120)
trigger1= enemynear,vel x<=0 || p2bodydist x>=180
trigger1= helper(22222),var(50)!=-1
trigger1= helper(22222),var(54)!=1
trigger1= random<100*(1+(!enemynear,ctrl)+(enemynear,inguarddist)+(p2bodydist x>=160))
trigger2= enemynear,p2dist x<0 || (p2movetype=H && enemynear,gethitvar(hittime)>=5+p2bodydist x/7)
trigger2= p2bodydist x>45
trigger2= p2bodydist x>=120 || p2bodydist y>=-80
trigger2= p2statetype!=L
trigger2= p2statetype!=A || p2bodydist x>=160
trigger2= p2movetype!=H || ((p2stateno!=[120,155]) || life-p2life>=333)
trigger2= enemynear,vel x<=0 || p2bodydist x>=180
trigger2= random<333
trigger3= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger3= numhelper(1005)
trigger3= helper(1005),p2dist x>10
trigger3= helper(22222),var(54)!=1
trigger3= ctrl && random<500
trigger4= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger4= numhelper(1025)
trigger4= helper(1025),p2dist x>10
trigger4= helper(22222),var(54)!=1
trigger4= ctrl && random<500
trigger5= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger5= numhelper(1055)
trigger5= helper(1055),p2dist x>10
trigger5= helper(1055),p2dist y>10
trigger5= helper(22222),var(54)!=1
trigger5= ctrl && random<500
trigger6= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
trigger6= p2movetype=H && enemynear,gethitvar(hittime)>=30-1
trigger6= ctrl && p2statetype!=A && random<333
trigger7= p2bodydist x>3
trigger7= p2statetype!=A && p2statetype!=L
trigger7= (p2stateno!=[5200,5210]) || p2bodydist x>=120
trigger7= p2movetype=I && !enemynear,ctrl
trigger7= p2bodydist x<180 || (enemynear,stateno=[190,199]) || helper(22222),fvar(32)<0 || helper(22222),fvar(36)>0
trigger7= enemynear,animtime<-7-5-(p2bodydist x/7) || helper(22222),fvar(32)<0 || helper(22222),fvar(36)>0
trigger7= (enemynear,stateno>=200 && enemynear,anim>=200) || (enemynear,stateno=[190,199]) || helper(22222),fvar(32)<0 || helper(22222),fvar(36)>0
trigger7= var(59)>1 || random<500
trigger7= random<200

[State -1, jump]
type=changestate
value=41
triggerall= var(59)>=1 && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl && (p2movetype!=H || p2statetype=A)
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= p2statetype!=L || (!numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055))
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22 || !inguarddist
triggerall= var(59)<3 || helper(33333),fvar(36) || ((numhelper(1005) || numhelper(1025) || numhelper(1055)) && (enemynear,inguarddist || enemynear,gethitvar(hittime)>=10-1 || ((p2bodydist x=[120,149]) && p2statetype!=A && enemynear,backedgedist>=30)))
triggerall= random<500 || ((helper(33333),fvar(34)!=[260,299]) && helper(33333),fvar(34)!=1050 && (helper(33333),fvar(34)!=[1250,1270]))
trigger1= p2bodydist x>=180 && random<150*(1+(p2movetype=A&&enemynear,time<7))/(1+(numhelper(1005)||numhelper(1025)||numhelper(1055)))
trigger1= p2movetype!=H
trigger2= (p2bodydist x=[120,149]) && random<90/(1+(numhelper(1005)||numhelper(1025)||numhelper(1055)))
trigger2= p2movetype!=H
trigger3= p2bodydist x<120 && random<120*(1+(frontedgebodydist<90)+(p2bodydist x<60&&backedgedist>=60)+(life<333&&backedgedist>=60)+(enemynear,ctrl))/(1+(numhelper(1005)||numhelper(1025)||numhelper(1055)))
trigger3= p2movetype!=H
trigger4= p2stateno=5120 && (enemynear,time=[2,4]) && p2bodydist x<120 && random<250

[State -1, jump for zankuu]
type=changestate
value=42
triggerall= var(59)>=1 && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl && (stateno!=[100,105])
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22 || !inguarddist
triggerall= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
triggerall= random<333 || ((helper(33333),fvar(34)!=[260,299]) && helper(33333),fvar(34)!=1050 && (helper(33333),fvar(34)!=[1250,1270]))
trigger1= p2bodydist x=[100,120]
trigger1= p2statetype!=A && p2movetype!=H
trigger1= p2statetype!=L || (p2stateno=5120 && enemynear,animtime>=-10)
trigger1= enemynear,backedgedist>=30
trigger1= !enemynear,vel x
trigger1= random<120*(1+(backedgedist<90))
trigger2= p2bodydist x=[50,60]
trigger2= p2statetype!=A && p2movetype!=H
trigger2= p2statetype!=L || (p2stateno=5120 && enemynear,animtime>=-10)
trigger2= enemynear,backedgedist>=30
trigger2= !enemynear,vel x
trigger2= random<120*(1+(backedgedist<90))
trigger3= p2bodydist x=[-20,80]
trigger3= p2statetype!=A && enemynear,ctrl
trigger3= frontedgebodydist<=120
trigger3= random<120

[State -1, jump(climax)]
type=changestate
value=45
triggerall= var(59)>=2 && numenemy
triggerall= sysvar(2)<2
triggerall= roundstate=2 && (statetype!=A || (stateno!=51 && vel Y > 0)) && ctrl
triggerall= numhelper(33333)
triggerall= numhelper(22222)
triggerall= numhelper(55555)
triggerall= !(helper(55555),var(58)&2**10) || helper(55555),var(58)&2**22 || !inguarddist
triggerall= !helper(33333),fvar(36)
triggerall= random<500 || ((helper(33333),fvar(34)!=[260,299]) && helper(33333),fvar(34)!=1050 && (helper(33333),fvar(34)!=[1250,1270]))
trigger1= p2bodydist x=[100,179]
trigger1= p2movetype!=H
trigger1= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
trigger1= random<180
trigger2= p2bodydist x=[-20,99]
trigger2= p2movetype!=H
trigger2= backedgedist>=90
trigger2= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
trigger2= random<180
trigger3= p2bodydist x>=180
trigger3= p2movetype!=H
trigger3= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
trigger3= random<180

[State -1, powercharge]
type=changestate
value=9300
triggerall= var(59)>=1 && numenemy
triggerall= numhelper(33333)
triggerall= helper(33333),var(5)=0 || helper(33333),var(5)>=300
trigger1= roundstate=2 && statetype!=A && ctrl && (p2stateno!=[100,105])
trigger1= power<const(data.power) && power<powermax
trigger1= !inguarddist && p2bodydist x>=160
trigger1= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
trigger1= prevstateno!=740
trigger1= p2movetype!=A || p2stateno<1000
trigger1= enemynear,ctrl || p2statetype=A || p2statetype=L || p2stateno<1000
trigger1= random<200*(1+(p2statetype=L)+(life<333||var(59)>2))

[State -1, taunt]
type=changestate
value=195
triggerall= var(59)>=1 && numenemy
triggerall= !var(37)
triggerall= roundstate=2 && statetype!=A && prevstateno!=195
triggerall= life>=(lifemax/2)
trigger1= ctrl && (p2stateno!=[100,105]) && numenemy
trigger1= life-p2life>=333
trigger1= p2dist x>=160 && !(enemynear,ctrl) && (enemynear,movetype=H)
trigger1= numhelper(22222)
trigger1= helper(22222),fvar(22)!=195
trigger1= enemynear,statetype=L && random<100

;===========================================<Debug>==============================================

[State -2 fobOp]
type = DisplayToClipboard
trigger1= numhelper(33333)
ignorehitpause=1
text="fvar(19) = %d, fvar(20) = %d, c.lv = %f\np2bodydist x = %d, p2bodydist y = %d"
params=ceil(fvar(19)),ceil(fvar(20)),(helper(33333),fvar(38)),ceil(p2bodydist x),ceil(p2bodydist y)
