[Statedef -3]
[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 = 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]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -110
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 = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 9*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,39+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 6*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -117
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-2,25+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [30,93+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,20+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+31*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150, 151]

[State -1]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+31*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 20*enemynear,vel y >= -119
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-20
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 700 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 306
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 20*enemynear,vel y >= -119
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-20
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = stateno = 205 && movecontact
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 405 && movecontact
trigger6 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 10*enemynear,vel y >= -29
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)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 405 && movecontact
trigger7 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 5*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 8*enemynear,vel y >= -71
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 5*enemynear,vel y >= -23
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 10*enemynear,vel y >= -30
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,71+10*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,33]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-28,59]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-57,42]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 15*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [25,75+15*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact


[State -1]
type = ChangeState
value = 1030
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 45*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-45
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [25,75+45*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -91
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,34+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = power >= 300
triggerall = p2bodydist y + 16*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 28*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-28
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 2000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 18*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,22+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact


[State -1]
type = ChangeState
value = 2050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 22*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-22
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,22+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 2150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 125*enemynear,vel y >= -97
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-125
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-24,14+125*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact
trigger24 = stateno = 2000 && movecontact
trigger25 = stateno = 2050 && movecontact
trigger26 = stateno = 2150 && movecontact

[State -1]
type = ChangeState
value = 10200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 5*enemynear,vel y >= -106
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)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 17*enemynear,vel y >= -123
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -117
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-2,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 16*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,20+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 28*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-28
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,78+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150, 151]

[State -1]
type = ChangeState
value = 10300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 28*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-28
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,78+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10310
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 8*enemynear,vel y >= -91
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 10315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -30
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,71+9*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -72
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 = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 5*enemynear,vel y >= -71
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,51+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 4*enemynear,vel y >= -23
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+4*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -29
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,70+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,33]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-28,59]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+6*(vel x+enemynear,vel x)]
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-57,42]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,47+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1, Throw]
type = ChangeState
value = 10800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 10800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 11050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 4*enemynear,vel y >= -133
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 13*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11250
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-23
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11260
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-23
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 17*enemynear,vel y >= -123
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 19*enemynear,vel y >= -123
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 19*enemynear,vel y >= -123
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11500
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,32+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11530
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 10*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11560
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 10*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 12000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 45*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-45
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,22+45*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact


[State -1]
type = ChangeState
value = 12050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 48*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-48
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,22+48*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact

[State -1]
type = ChangeState
value = 12100
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 11*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact

[State -1]
type = ChangeState
value = 12200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 125*enemynear,vel y >= -99
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-125
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-29,20+125*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 2000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact
trigger25 = stateno = 12000 && movecontact
trigger26 = stateno = 12050 && movecontact
trigger27 = stateno = 12100 && movecontact


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


;Chance
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
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 = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -110
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 = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -75
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 = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 9*enemynear,vel y >= -113
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 = [0,39+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 6*enemynear,vel y >= -101
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 = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -117
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 = [-2,25+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [30,93+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -76
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 = [0,20+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
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 = -32
triggerall = p2bodydist x = [0,64+31*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150, 151]

[State -1]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 31*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
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 = -32
triggerall = p2bodydist x = [0,64+31*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 20*enemynear,vel y >= -119
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -20
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 = -21
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 700 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 306
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 20*enemynear,vel y >= -119
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -20
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 = -21
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = stateno = 205 && movecontact
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 405 && movecontact
trigger6 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 10*enemynear,vel y >= -29
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)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 405 && movecontact
trigger7 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 5*enemynear,vel y >= -66
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 = [0,43+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 8*enemynear,vel y >= -71
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 5*enemynear,vel y >= -23
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 = [0,64+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 10*enemynear,vel y >= -30
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 = [0,71+10*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,33]
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 = [0,53+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-28,59]
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 = [0,57+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-57,42]
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 = [0,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
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 = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
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 = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
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 = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
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 = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [0,64+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 15*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [25,75+15*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact


[State -1]
type = ChangeState
value = 1030
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 45*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -45
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 = -46
triggerall = p2bodydist x = [25,75+45*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -91
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [0,34+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,37+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = power >= 300
triggerall = p2bodydist y + 16*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [0,37+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 28*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -28
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 = -29
triggerall = p2bodydist x = [0,64+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 2000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 18*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [-21,22+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact


[State -1]
type = ChangeState
value = 2050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 22*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -22
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 = -23
triggerall = p2bodydist x = [-21,22+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 2150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 125*enemynear,vel y >= -97
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -125
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 = -126
triggerall = p2bodydist x = [-24,14+125*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact
trigger24 = stateno = 2000 && movecontact
trigger25 = stateno = 2050 && movecontact
trigger26 = stateno = 2150 && movecontact

[State -1]
type = ChangeState
value = 10200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
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 = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 5*enemynear,vel y >= -106
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)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 17*enemynear,vel y >= -123
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -113
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 = [0,42+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -101
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 = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -117
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 = [-2,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 16*enemynear,vel y >= -101
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [0,53+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -76
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 = [0,20+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 28*enemynear,vel y >= -113
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -28
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 = -29
triggerall = p2bodydist x = [13,78+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150, 151]

[State -1]
type = ChangeState
value = 10300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 28*enemynear,vel y >= -113
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -28
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 = -29
triggerall = p2bodydist x = [13,78+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -75
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 = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10310
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 8*enemynear,vel y >= -91
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,45+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 10315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -30
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 = [0,71+9*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -72
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 = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 5*enemynear,vel y >= -71
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 = [0,51+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 4*enemynear,vel y >= -23
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 = [0,64+4*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -29
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 = [0,70+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,33]
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 = [0,53+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-28,59]
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 = [0,57+6*(vel x+enemynear,vel x)]
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-57,42]
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 = [0,47+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
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 = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
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 = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
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 = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
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 = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [0,64+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1, Throw]
type = ChangeState
value = 10800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 10800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 11050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 4*enemynear,vel y >= -133
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,37+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 13*enemynear,vel y >= -76
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 = [0,37+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11250
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -23
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 = -24
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11260
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -23
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 = -24
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 17*enemynear,vel y >= -123
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 19*enemynear,vel y >= -123
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
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 = -20
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 19*enemynear,vel y >= -123
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
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 = -20
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11500
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -101
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 = [0,32+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11530
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 10*enemynear,vel y >= -101
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 = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11560
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 10*enemynear,vel y >= -101
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 = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 12000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 45*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -45
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 = -46
triggerall = p2bodydist x = [-21,22+45*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact


[State -1]
type = ChangeState
value = 12050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 48*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -48
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 = -49
triggerall = p2bodydist x = [-21,22+48*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact

[State -1]
type = ChangeState
value = 12100
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 11*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact

[State -1]
type = ChangeState
value = 12200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 125*enemynear,vel y >= -99
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -125
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 = -126
triggerall = p2bodydist x = [-29,20+125*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 2000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact
trigger25 = stateno = 12000 && movecontact
trigger26 = stateno = 12050 && movecontact
trigger27 = stateno = 12100 && movecontact


;Combo
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-106,-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 = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-110,-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 = [0,35+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-75,-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 = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-113,-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 = [0,39+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-101,-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 = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-117,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [-2,25+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [30,93+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-76,-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 = [0,20+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,64+31*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150, 151]

[State -1]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,64+31*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-119,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=21)*49)*var(59)
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 700 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 306
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-119,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=21)*49)*var(59)
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = stateno = 205 && movecontact
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 405 && movecontact
trigger6 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-29,-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)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 405 && movecontact
trigger7 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-66,-1]
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 = [0,43+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-71,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-23,-1]
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 = [0,64+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-30,-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 = [0,71+10*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,33]
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 = [0,53+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-28,59]
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 = [0,57+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-57,42]
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 = [0,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
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 = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
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 = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
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 = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
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 = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,64+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-67,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [25,75+15*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact


[State -1]
type = ChangeState
value = 1030
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 45*enemynear,vel y + enemynear,gethitvar(yaccel)*45*46*0.5 = [-67,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 45
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=46)*49)*var(59)
triggerall = p2bodydist x = [25,75+45*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-91,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,34+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,37+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = power >= 300
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,37+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 28*enemynear,vel y + enemynear,gethitvar(yaccel)*28*29*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 28
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=29)*49)*var(59)
triggerall = p2bodydist x = [0,64+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 2000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [-21,22+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact


[State -1]
type = ChangeState
value = 2050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + enemynear,gethitvar(yaccel)*22*23*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 22
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=23)*49)*var(59)
triggerall = p2bodydist x = [-21,22+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 2150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2statetype != A || p2bodydist y + 125*enemynear,vel y + enemynear,gethitvar(yaccel)*125*126*0.5 = [-97,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 125
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=126)*49)*var(59)
triggerall = p2bodydist x = [-24,14+125*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact
trigger24 = stateno = 2000 && movecontact
trigger25 = stateno = 2050 && movecontact
trigger26 = stateno = 2150 && movecontact

[State -1]
type = ChangeState
value = 10200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-106,-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 = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-106,-1]
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)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-123,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-113,-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 = [0,42+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-101,-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 = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-117,-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 = [-2,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-101,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,53+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-76,-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 = [0,20+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 28*enemynear,vel y + enemynear,gethitvar(yaccel)*28*29*0.5 = [-113,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 28
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=29)*49)*var(59)
triggerall = p2bodydist x = [13,78+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150, 151]

[State -1]
type = ChangeState
value = 10300
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 28*enemynear,vel y + enemynear,gethitvar(yaccel)*28*29*0.5 = [-113,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 28
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=29)*49)*var(59)
triggerall = p2bodydist x = [13,78+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-75,-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 = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10310
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-91,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,45+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 10315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-30,-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 = [0,71+9*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-72,-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 = [0,39+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-71,-1]
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 = [0,51+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-23,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,64+4*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-29,-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 = [0,70+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,33]
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 = [0,53+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-28,59]
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 = [0,57+6*(vel x+enemynear,vel x)]
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-57,42]
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 = [0,47+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
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 = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
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 = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
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 = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
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 = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,64+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 11050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-133,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,37+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-76,-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 = [0,37+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11250
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=24)*49)*var(59)
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11260
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=24)*49)*var(59)
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-123,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-123,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-123,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11500
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-101,-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 = [0,32+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11530
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-101,-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 = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11560
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-101,-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 = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 12000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 45*enemynear,vel y + enemynear,gethitvar(yaccel)*45*46*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 45
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=46)*49)*var(59)
triggerall = p2bodydist x = [-21,22+45*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact


[State -1]
type = ChangeState
value = 12050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 48*enemynear,vel y + enemynear,gethitvar(yaccel)*48*49*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 48
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=49)*49)*var(59)
triggerall = p2bodydist x = [-21,22+48*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact

[State -1]
type = ChangeState
value = 12100
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact

[State -1]
type = ChangeState
value = 12200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2statetype != A || p2bodydist y + 125*enemynear,vel y + enemynear,gethitvar(yaccel)*125*126*0.5 = [-99,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 125
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=126)*49)*var(59)
triggerall = p2bodydist x = [-29,20+125*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
triggerall = power >= 2000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact
trigger25 = stateno = 12000 && movecontact
trigger26 = stateno = 12050 && movecontact
trigger27 = stateno = 12100 && movecontact


;Throw
[State -1, Throw]
type = ChangeState
value = 10800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 10800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,24]
triggerall = stateno != 100
triggerall = stateno != 101
trigger1 = p2bodydist X < 14
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H


;Fight
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,35+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 9*enemynear,vel y >= -113
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,39+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 6*enemynear,vel y >= -101
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -117
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 25*var(59)
triggerall = p2bodydist x = [-2,25+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [30,93+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 7*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,20+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 20*enemynear,vel y >= -119
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 700 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 306
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 20*enemynear,vel y >= -119
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,36+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = stateno = 205 && movecontact
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 405 && movecontact
trigger6 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 10*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 22*var(59)
triggerall = p2bodydist x = [0,70+10*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 405 && movecontact
trigger7 = stateno = 415 && movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 5*enemynear,vel y >= -66
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,43+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 8*enemynear,vel y >= -71
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,51+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 5*enemynear,vel y >= -23
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)|| p2statetype = A && random <= 47*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 10*enemynear,vel y >= -30
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,71+10*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-45,33]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 30*var(59)
triggerall = p2bodydist x = [0,53+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-28,59]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,57+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-57,42]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y - 16*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2bodydist x = [0,64+16*(vel x+enemynear,vel x)]
triggerall = pos Y+16*vel y+const(movement.yaccel)*16*17*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 15*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [25,75+15*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact


[State -1]
type = ChangeState
value = 1030
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 45*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 3*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [25,75+45*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -91
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,34+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,37+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = power >= 300
triggerall = p2bodydist y + 16*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,37+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -105
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 28*enemynear,vel y >= -105
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,64+28*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 1410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 21*enemynear,vel y >= -105
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,64+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact

[State -1]
type = ChangeState
value = 2150
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 0
triggerall = p2bodydist y + 11*enemynear,vel y >= -83
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 2*var(59)
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 306 && movecontact
trigger7 = stateno = 311 && movecontact
trigger8 = stateno = 315 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 405 && movecontact
trigger11 = stateno = 410 && movecontact
trigger12 = stateno = 1050 && movecontact
trigger13 = stateno = 1130 && movecontact
trigger14 = stateno = 1150 && movecontact
trigger15 = stateno = 1206 && movecontact
trigger16 = stateno = 1256 && movecontact
trigger17 = stateno = 1306 && movecontact
trigger18 = stateno = 1356 && movecontact
trigger19 = stateno = 1376 && movecontact
trigger20 = stateno = 1378 && movecontact
trigger21 = stateno = 1400 && movecontact
trigger22 = stateno = 1405 && movecontact
trigger23 = stateno = 1410 && movecontact

[State -1]
type = ChangeState
value = 10200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,38+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10205
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 5*enemynear,vel y >= -106
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 17*enemynear,vel y >= -123
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10215
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -113
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,42+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -101
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10230 && movecontact
trigger5 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10235
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -117
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)|| p2statetype = A && random <= 28*var(59)
triggerall = p2bodydist x = [-2,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19
trigger2 = stateno = 10205 && movecontact
trigger3 = stateno = 10235 && movecontact

[State -1]
type = ChangeState
value = 10240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 16*enemynear,vel y >= -101
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,53+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -39
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10245
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 6*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,20+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl && P2bodydist X <= 19

[State -1]
type = ChangeState
value = 10305
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,52+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10310
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 8*enemynear,vel y >= -91
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,45+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -56
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0

[State -1]
type = ChangeState
value = 10315
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -30
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,71+9*(vel x+enemynear,vel x)]
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10205 && AnimElem = 2,>=0
trigger3 = stateno = 10215 && AnimElem = 4,>=0
trigger4 = stateno = 10235 && AnimElem = 2,>=0
trigger5 = stateno = 10400 && movecontact
trigger6 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 10400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -72
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,39+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 5*enemynear,vel y >= -71
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,51+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 4*enemynear,vel y >= -23
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)|| p2statetype = A && random <= 52*var(59)
triggerall = p2bodydist x = [0,64+4*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 10400 && movecontact
trigger3 = stateno = 10410 && movecontact

[State -1]
type = ChangeState
value = 10415
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 7*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 24*var(59)
triggerall = p2bodydist x = [0,70+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,33]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 32*var(59)
triggerall = p2bodydist x = [0,53+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10605
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-28,59]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 28*var(59)
triggerall = p2bodydist x = [0,57+6*(vel x+enemynear,vel x)]
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10610
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-57,42]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,47+6*(vel x+enemynear,vel x)]
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10615
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-27,45]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [14,71+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10620
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,55+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10625
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-42,89]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,50+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10630
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-26,65]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,61+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = vel X = 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10635
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-30,76]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [0,66+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = vel X != 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 10640
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-38,68]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2bodydist x = [0,64+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = statetype = a
trigger1 = ctrl

[State -1]
type = ChangeState
value = 11050
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 4*enemynear,vel y >= -133
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,37+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = power >= 300
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11130
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 13*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 4*var(59)
triggerall = p2bodydist x = [0,37+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11250
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 4*var(59)
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11260
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 23*enemynear,vel y >= -64
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [-6,60+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11400
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 17*enemynear,vel y >= -123
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [-31,35+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11405
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 19*enemynear,vel y >= -123
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11410
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 19*enemynear,vel y >= -123
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 4*var(59)
triggerall = p2bodydist x = [-31,35+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11500
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 9*enemynear,vel y >= -101
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,32+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11530
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 10*enemynear,vel y >= -101
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 11560
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 10*enemynear,vel y >= -101
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,32+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact

[State -1]
type = ChangeState
value = 12100
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(1) = 10000
triggerall = p2bodydist y + 11*enemynear,vel y >= -83
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 1*var(59)
triggerall = p2bodydist x = [0,18+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = power >= 1000
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = 10200 && movecontact
trigger3 = stateno = 10205 && movecontact
trigger4 = stateno = 10210 && movecontact
trigger5 = stateno = 10215 && movecontact
trigger6 = stateno = 10235 && movecontact
trigger7 = stateno = 10305 && movecontact
trigger8 = stateno = 10310 && movecontact
trigger9 = stateno = 10315 && movecontact
trigger10 = stateno = 10400 && movecontact
trigger11 = stateno = 10405 && movecontact
trigger12 = stateno = 11050 && movecontact
trigger13 = stateno = 11055 && movecontact
trigger14 = stateno = 11250 && movecontact
trigger15 = stateno = 11260 && movecontact
trigger16 = stateno = 11400 && movecontact
trigger17 = stateno = 11405 && movecontact
trigger18 = stateno = 11410 && movecontact
trigger19 = stateno = 11500 && movecontact
trigger20 = stateno = 11505 && movecontact
trigger21 = stateno = 11530 && movecontact
trigger22 = stateno = 11535 && movecontact
trigger23 = stateno = 11560 && movecontact
trigger24 = stateno = 11565 && movecontact


;Move and other
[State -1]
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]
triggerall = Statetype != A
trigger1 = ctrl

[State -1]
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]
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Run]
type = ChangeState
value = 100
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = ctrl = 1 || stateno = 0
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]
triggerall = Statetype != A
trigger1 = p2bodydist x >= 125
trigger1 = stateno != 100
trigger2 = p2bodydist x >= 50
trigger2 = stateno = 100
trigger2 = animelemtime(7) = 4