[Statedef -3]

;This controller plays a sound everytime Hugo lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, pain Sound1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5001 
trigger2 = stateno = 5002 
trigger3 = stateno = 5021 
trigger4 = stateno = 5022
trigger5 = stateno = 5011 
trigger6 = stateno = 5012  
value = 5, 0



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
trigger30 = command = "AI29"
trigger31 = command = "AI30"
trigger32 = command = "AI31"
trigger33 = command = "AI32"
trigger34 = command = "AI33"
trigger35 = command = "AI34"
trigger36 = command = "AI35"
trigger37 = command = "AI36"
trigger38 = command = "AI37"
trigger39 = command = "AI38"
trigger40 = command = "AI39"
trigger41 = command = "AI40"
trigger42 = command = "AI41"
trigger43 = command = "AI42"
trigger44 = command = "AI43"
trigger45 = command = "AI44"
trigger46 = command = "AI45"
trigger47 = command = "AI46"
trigger48 = command = "AI47"
trigger49 = command = "AI48"
trigger50 = command = "AI49"
trigger51 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

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

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

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

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


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -53
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,33+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strongest Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -81
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -38
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -50
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,44+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -71
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-12,39+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -44
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -77
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -52
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,70+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -19
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,30+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-29,59]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,35+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-49,101]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,34]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-17,29+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-30,75]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,78]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,39+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-55,91]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-16,32+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2bodydist y + 14*enemynear,vel y >= -99
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,86+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 10*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -58
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -84
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [11,104+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-11,34+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 7*enemynear,vel y >= -141
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 7*enemynear,vel y >= -158
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,81+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -168
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,76+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 14*enemynear,vel y >= -54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 13*enemynear,vel y >= -54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [42,127+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Ratapaloma]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -72
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 15
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = statetype != A
trigger1 = var(1) ;Use combo condition (above)

[State -1, Ratapaloma voladora]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) >= -35
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 20
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 27*enemynear,vel y >= -107
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-27
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,127+27*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3001
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 33*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-33
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [14,223+33*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact



[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 47*enemynear,vel y >= -56
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-47
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,72+47*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact


[State -1, FATALITY 1]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8000
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 2]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8002
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 3]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8005
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 


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


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -53
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,33+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,52+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strongest Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -81
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,58+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -38
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,26+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -50
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,44+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -71
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [-12,39+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -44
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,46+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -77
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,38+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -52
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,70+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -19
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,30+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-29,59]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,35+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-49,101]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,34]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [-17,29+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-30,75]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,78]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,39+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-55,91]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [-16,32+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2bodydist y + 14*enemynear,vel y >= -99
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [0,86+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 10*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,64+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -58
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -84
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [11,104+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [-11,34+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 7*enemynear,vel y >= -141
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,66+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 7*enemynear,vel y >= -158
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,81+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -168
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,76+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 14*enemynear,vel y >= -54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 13*enemynear,vel y >= -54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [42,127+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Ratapaloma]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -72
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x >= 15
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = statetype != A
trigger1 = var(1) ;Use combo condition (above)

[State -1, Ratapaloma voladora]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) >= -35
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x >= 20
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 27*enemynear,vel y >= -107
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -27
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -28
triggerall = p2bodydist x = [0,127+27*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3001
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 33*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -33
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -34
triggerall = p2bodydist x = [14,223+33*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact



[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 47*enemynear,vel y >= -56
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -47
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -48
triggerall = p2bodydist x = [0,72+47*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact


[State -1, FATALITY 1]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-21,304]
value = 8000
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 2]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-21,304]
value = 8002
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 3]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-21,304]
value = 8005
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 


;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-53,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,33+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,52+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strongest Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-81,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,58+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-38,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,26+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-50,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,44+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-71,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [-12,39+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-44,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,46+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-77,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,38+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-52,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,70+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-19,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,30+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-29,59]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,35+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-49,101]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,34]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [-17,29+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-30,75]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,78]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,39+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-55,91]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [-16,32+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-99,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,86+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,64+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -58
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-84,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [11,104+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-89,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [-11,34+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-141,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,66+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-158,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,81+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-168,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,76+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-54,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-54,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-67,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [42,127+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Ratapaloma]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-72,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x >= 15
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = statetype != A
trigger1 = var(1) ;Use combo condition (above)

[State -1, Ratapaloma voladora]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) >= -35
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x >= 20
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 27*enemynear,vel y + enemynear,gethitvar(yaccel)*27*28*0.5 = [-107,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 27
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=28)*49)*var(59)
triggerall = p2bodydist x = [0,127+27*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3001
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 33*enemynear,vel y + enemynear,gethitvar(yaccel)*33*34*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 33
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=34)*49)*var(59)
triggerall = p2bodydist x = [14,223+33*(vel x+enemynear,vel x)]
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact



[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 47*enemynear,vel y + enemynear,gethitvar(yaccel)*47*48*0.5 = [-56,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 47
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=48)*49)*var(59)
triggerall = p2bodydist x = [0,72+47*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact


[State -1, FATALITY 1]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8000
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 2]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8002
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 3]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8005
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 


;Throw

;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -53
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [0,33+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,52+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Strongest Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -81
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,58+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -38
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,26+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -50
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,44+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -71
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [-12,39+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -44
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 28*var(59)
triggerall = p2bodydist x = [0,46+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -77
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,38+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -52
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,70+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -19
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)|| p2statetype = A && random <= 43*var(59)
triggerall = p2bodydist x = [0,30+6*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 47*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 30*var(59)
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-29,59]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,35+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-49,101]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,34]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [-17,29+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-30,75]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,78]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,39+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 11*(vel y - enemynear,vel y) = [-55,91]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [-16,32+11*(vel x+enemynear,vel x)]
triggerall = pos Y+11*vel y+const(movement.yaccel)*11*12*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2bodydist y + 14*enemynear,vel y >= -99
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,86+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 10*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [0,64+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -58
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -84
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [11,104+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [-11,34+7*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 7*enemynear,vel y >= -141
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,66+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 7*enemynear,vel y >= -158
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,81+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -168
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,76+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 14*enemynear,vel y >= -54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 13*enemynear,vel y >= -54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,83+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -24
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [42,127+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Ratapaloma]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -72
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x >= 15
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = statetype != A
trigger1 = var(1) ;Use combo condition (above)

[State -1, Ratapaloma voladora]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) >= -35
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x >= 20
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl


[State -1, FATALITY 1]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8000
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 2]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8002
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 
[State -1, FATALITY 3]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y = [-111,10]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [-21,304]
value = 8005
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2stateno = 9002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 20 


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


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


