[Statedef -3]

; --- Original Statedef -3 Content ---

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

[State -3, 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 5000,0+Random%4
channel = 0
ignorehitpause = 1
volume = 255

;---------------------------------------------------------------------------
;Hyper-Wanna-Die-Today-MotherFucker



; --- New Statedef -3 Content ---
[State -3]
type = helper
trigger1 = !numhelper(3300011)
helpertype = normal
name = "AIconfig"
ID = 3300011
stateno = 3300011
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(3300011)&&stateno != 3300011
value = 3300011



; Dynamic Cornerpush (Single-Pulse Logic)
[State -3, Omni-Adaptive Cornerpush]
type = Null;PosAdd
triggerall = numtarget
triggerall = !hitpausetime
; Only trigger on the VERY FIRST frame the target is hit
triggerall = target, time = 0
triggerall = target, gethitvar(hitshaketime) > 0
triggerall = target,statetype != A && !(target,hitfall)
; Only trigger if target is actually against a corner
trigger1 = (target,frontedgebodydist <= 0) && (target,gethitvar(xvel) > 0)
trigger2 = (target,backedgebodydist <= 0) && (target,gethitvar(xvel) < 0)
; Math: Instant pushback based on the move's intended power
x = (target,facing) * (target,gethitvar(xvel) * 0.8)
ignorehitpause = 1

[State -3, Edge Guard (Relative Correction)]
type = Null;PosAdd
triggerall = numtarget
trigger1 = frontedgebodydist < 0
x = -frontedgebodydist
ignorehitpause = 1

;===========================================================================
; UNIVERSAL GROUND-LOGIC & OTG SYSTEM (VAR-FREE & ADAPTIVE)
;===========================================================================

; [PART 1: ENEMY OTG LOCK]
; Forces the opponent to stay on the ground as long as you are attacking.
[State -2, Target: OTG Ground Lock]
type = Null;TargetState
triggerall = numtarget && !ishelper
; Logic: Only target enemies who are already lying down
triggerall = target, statetype = L ;&& target, anim = 5120
; Adaptability: Only lock them if you are actively attacking and nearby
trigger1 = movetype = A && p2dist x < 50
; Math: Force them to maintain their current state number
value = target, stateno
ignorehitpause = 1

; [PART 2: ADAPTIVE RELEASE]
; Dynamically releases the opponent when the combo ends or distance is too great.
[State -2, Target: Adaptive Release]
type = Null;TargetState
triggerall = numtarget && !ishelper
triggerall = target, stateno = 5120 ; Only run if they are in the lock-state
; Logic: Release if P1 stops attacking, P1 is hit, or P1 moves away
trigger1 = movetype != A || p2dist x > 80 || movehit = 0
value = 5120 ; Standard reset to 5120 allows MUGEN's "Get Up" timer to start
ctrl = 0
ignorehitpause = 1

[State -2, Omni Vacuum/Bind]
type = Null;TargetBind
triggerall = movehit
triggerall = !hitpausetime
; Only bind if the move is intended to be a "close-range" strike (Adjust 50 to preference)
trigger1 = target,gethitvar(xvel) < 2 
; Keep them exactly at their current distance to prevent "falling out" of combos
pos = (target, pos x - pos x) * facing, (target, pos y - pos y)
time = 1
ignorehitpause = 1

; Intelligent Stun Decay (Uses combo count math instead of timers)
[State -2, Dynamic Hitstun Modifier]
type = Null;TargetState
triggerall = numtarget
triggerall = p2movetype = H
; If combo is long (approx > 15 hits), force recovery
trigger1 = target,gethitvar(hitcount) > 15 
trigger1 = target,gethitvar(hitshaketime) = 0
value = 5050 ; Transition to air recovery state
ignorehitpause = 1

[State -2, Scaled Damage/Stun]
type = Null;HitAdd
trigger1 = 1
; This uses the internal engine scaling rather than fvar(11)
value = ifelse(target,gethitvar(hitcount) > 10, 0.5, 1.0)

[State -2, Intelligent Hitstun Decay]
type = Null;TargetLifeAdd
triggerall = numtarget && p2movetype = H
trigger1 = target,gethitvar(hitcount) > 10
; Dynamically reduce damage as combo gets longer (Damage * 0.9^hitcount)
value = -floor(target,gethitvar(damage) * (0.9 ** target,gethitvar(hitcount)))
ID = target,ID


;==================================================
;--- AI COMMAND EXECUTOR ---
;==================================================
[State -3, AI Execution]
type = ChangeState
triggerall = AILevel > 0 && RoundState = 2
triggerall = var(56) > 0
triggerall = Ctrl || (StateNo=[100,105]) || MoveContact
trigger1 = 1
value = var(56)
ignorehitpause = 1

[State -3, AI Reset]
type = VarSet
trigger1 = var(56) > 0
v = 56
value = 0
ignorehitpause = 1


;==================================================
;--- AI COMMAND EXECUTOR (Listens to Main AI Helper) ---
;==================================================
[State -3, AI Command Executor]
type = Null;ChangeState
triggerall = AILevel > 0 && RoundState = 2
trigger1 = var(56) > 0
trigger1 = ctrl
value = var(56)

[State -3, AI Command Buffer Reset]
type = Null;VarSet
trigger1 = var(56) > 0
trigger1 = time > 1
v = 56
value = 0



;AI Guard
[State -1, Stand guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype != C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 130

[State -1, S-to-C guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype = C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = stateno = 150
trigger1 = ctrl
value = 152

[State -1, Crouch guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype = C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 131

[State -1, C-to-S guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = enemynear, statetype != C
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = stateno = 152
value = 150

[State -1, Air guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType = A
triggerall = (enemynear, movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 132

;==================================================
;--- ADAPTIVE AI REACTIVE STATES (Universal & Robust) ---
;==================================================
; Combines physics checks from Common1 with AI Scaling.
; Includes Anti-Freeze logic for downed states.

[State -3, AI Air Recovery (High Air)]
type = ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5050 ; Falling
triggerall = CanRecover
triggerall = Vel Y > -1 ; Recover at apex or falling
triggerall = Pos Y < -20 ; High enough to air recover
; Logic: High AI always recovers, Low AI rolls dice based on level
trigger1 = (AILevel >= 7) || (AILevel >= 1)
trigger2 = Random < (100 * (AILevel**2 / 64.0))
value = 5210
ignorehitpause = 1

[State -3, AI Ground Recovery (Near Floor)]
type = ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5050 ; Falling
triggerall = GetHitVar(fall.recover)
triggerall = Vel Y > 0 ; Moving Down
triggerall = Pos Y >= -20 ; Close to ground (Physics check from your file)
; Logic: Higher chance to tech near ground to avoid OTG
trigger1 = (AILevel >= 6) || (AILevel >= 1)
trigger2 = Random < (200 * (AILevel**2 / 64.0))
value = 5200
ignorehitpause = 1

[State -3, AI Tactical Roll (From Liedown)]
type = ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = [5100, 5110] ; Lying down states
triggerall = StateType = L
triggerall = MoveType = H
triggerall = CanRecover
; Logic: Tactical rolling (5201 from your common1).
trigger1 = (AILevel >= 8) || (AILevel >= 1)
trigger2 = Random < (150 * (AILevel**2 / 64.0))
value = 5201
ignorehitpause = 1

; --- ANTI-FREEZE FAILSAFE ---
; If the character is stuck lying down (State 5110) and hasn't rolled,
; force them to stand up (State 5120) so the fight continues.
[State -3, AI Force Get Up]
type = ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5110
triggerall = StateType = L
; If we've been lying down for over 60 ticks (standard liedown time), force get up.
trigger1 = Time > 60 
trigger2 = AnimTime = 0
value = 5120
ignorehitpause = 1




; --- Flip the Helper Gate Switch ---
[State -3, Set Helper Gate Var]
type = Null;VarSet
trigger1 = NumHelper(3300011) && NumHelper(2200011) && NumHelper(3300022)
trigger1 = var(58) = 0
v = 58
value = 1
[State -3];変数設定
Type=Null;varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State -3];変数設定
Type=Null;varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear,alive,EnemyNear,ID,enemynear(1),ID)



;==================================================
;--- ADAPTIVE AI HELPER INITIALIZERS (-3) ---
;==================================================
;=== Initialize AI Tracker Helper ===

[State -3, Initialize AI Helper]
type = Helper
trigger1 = NumHelper(2200011) = 0
trigger1 = !NumHelper(2200011) 
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = !IsHelper
ID = 2200011
name = "SMART"
stateno = 2200011
pos = 0,0
postype = p1
facing = 1 ; cond(teamside = 1, 1, -1)
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

; Safety: Ensure helper stays in correct state
[State -3, Maintain Helper State]
type = ChangeState
trigger1 = IsHelper(2200011)
trigger1 = StateNo != 2200011
value = 2200011
persistent = 0


;=== Initialize AI Memory/Projectile Tracker ===

[State -3, Initialize AI Memory/Projectile Tracker]
type = Helper
trigger1 = AILevel > 0
trigger1 = NumHelper(3300022) = 0
trigger1 = !NumHelper(3300022) 
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = !IsHelper
name = "AI Memory And Projectile Tracker"
ID = 3300022
stateno = 3300022
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

; Safety: Ensure memory helper stays in correct state
[State -3, Maintain Memory Helper State]
type = ChangeState
trigger1 = IsHelper(3300022)
trigger1 = StateNo != 3300022
value = 3300022
persistent = 0

; Cleanup stray or duplicate helpers between rounds
[State -3, Destroy Duplicate AI Helpers]
type = Null;DestroySelf
triggerall = IsHelper
trigger1 = !(ID = 2200011 || ID = 3300022)
trigger1 = RoundState != 2
persistent = 0



; === Initialize AI Tracker Helper ===
[State -3, Initialize Adaptive AI Brain]
type = Null;Helper
trigger1 = NumHelper(2200011) = 0
ID = 2200011
name = "SMART"
stateno = 2200011
pos = 0,0
postype = p1
keyctrl = 1
ignorehitpause = 1

; === Initialize AI Memory/Projectile Tracker ===
[State -3, Initialize AI Memory Tracker]
type = Null;Helper
trigger1 = NumHelper(3300022) = 0
ID = 3300022
name = "AI Memory"
stateno = 3300022
pos = 9999,9999
postype = p1
keyctrl = 0
ignorehitpause = 1


[State -3]
type = null;changestate
Trigger1 = ishelper(2200011)&&stateno != 2200011
value = 2200011


[State -3]
type = null;changestate
Trigger1 = ishelper(3300022)&&stateno != 3300022
value = 3300022


        
[State -3,hpwp[]
Type = Helper
TriggerAll = AILevel>0
TriggerAll = !IsHelper
Trigger1 = NumHelper(4444) = 0
Name = "Defense"
StateNo = 4444
PosType = p1
Pos = 0,0
facing = -1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 4444

; --- Initializer for Advanced AI Logic Helper ---
[State -3, Create Advanced AI Logic Helper]
type = Null;Helper
trigger1 = AILevel > 0 && RoundState = 2
TriggerAll = !IsHelper
trigger1 = !numhelper(4444)
name = "AdvAILogic"
ID = 4444
stateno = 4444
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -3]
type = changestate
Trigger1 = ishelper(4444)&&stateno != 4444
value = 4444

[State -3,AIxzu]
Type = VarSet
Trigger1 = AILevel>0
Trigger1 = NumHelper(4444)>0
Trigger1 = Helper(4444),AILevel>0
var(59)=Helper(4444),AILevel
IgnoreHitPause=1

[State -3,AIX^Czu()]
Type = VarSet
TriggerAll = AILevel>0
TriggerAll = RoundState=3
TriggerAll = NumHelper(4444)>0
TriggerAll = var(57)!=Helper(4444),Var(57)*111
Trigger1 = RoundNo=1
Trigger2 = TeamMode=Turns
Trigger2 = RoundsExisted=0
var(57)=Helper(4444),Var(57)*111
IgnoreHitPause=1


[State -3]
type = changestate
Trigger1 = ishelper(4444)&&stateno != 4444
value = 4444

[State -3,[wp[1]
Type = Helper
TriggerAll = AILevel>0
TriggerAll = !IsHelper
Trigger1 = !NumHelper(5555)
Helpertype = Normal
Name = "Right"
Postype = p1
Facing = 1
StateNo = 5555
ID = 5555
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type = changestate
Trigger1 = ishelper(5555)&&stateno != 5555
value = 5555

[State -3,[wp[2]
Type = Helper
TriggerAll = AILevel>0
TriggerAll = !IsHelper
Trigger1 = !NumHelper(6666)
Helpertype = Normal
Name = "Left"
Postype = p1
Facing = -1
StateNo = 6666
ID = 6666
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type = changestate
Trigger1 = ishelper(6666)&&stateno != 6666
value = 6666


; Punish mfs that try to kill through mode
[State -3, Lifeset]
type = Lifeset
triggerall = alive && Roundstate = 2
triggerall = var(9) = [0,1]
trigger1 = helper(2200011),var(31)
value = lifemax*0.5

;Buffs if opp is unhittable
[State -3, LifeAdd]
type = LifeAdd
triggerall = life <= lifemax*0.4
triggerall = var(9) > 0
triggerall = timemod = 10,0
trigger1 = helper(2200011),var(28)
value = 1

[State -3, PowerAdd]
type = PowerAdd
triggerall = var(9) > 0
triggerall = timemod = 10,0
trigger1 = helper(2200011),var(28)
value = 1

[state ]
type=Null;hitoverride
;triggerall = var(2) = 0 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%2
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

[state ]
type=Null;hitoverride
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%3
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

[state ]
type=Null;hitoverride
;triggerall = var(2) = 2 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%4
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

;======================================================================
;Boosts and stuff
;----------------------------------------------------------------------
[State -2, Combo]
type = Null;VarSet
trigger1 = 1
fvar(8) = (GetHitVar(damage))
ignorehitpause = 1

[State -2, lifeadd support]
type = LifeAdd
;trigger1 = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
value = floor(0.1*gethitvar(damage))

[State -2, lifeadd support]
type = LifeAdd
;trigger1 = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
value = floor(0.2*gethitvar(damage))

[State -2]
type=  null;poweradd
trigger1 = movetype = A && time = 1
value = 40

[State -1]
type = null;poweradd
triggerall = alive = 1
trigger1 = (GameTime%7) = 1
value = 40

[State -2]
type = null;poweradd
trigger1 = movetype = A && movecontact
value = ceil(target,gethitvar(damage)*0.5)
ignorehitpause = 1

;ライフ自動回復（オートリジェネーションの設定）
[State -2, 1] 
type = null;lifeadd 
trigger1= (GameTime% 10 )=0 ;何フレーム（時間）ごとに回復するか
value = 5 ;回復量 

;パワー自動回復の実例
[State -2, 1]
type = null;poweradd
trigger1= (GameTime% 1 )=1 ;何フレーム（時間）ごとに回復するか
value = 100 ;回復量
;ignorehitpause = 1

;======================================================================
;--- Jogan Attack Multiplier System --- (without variable scaling)

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.3*GetHitVar(damage) 
ignorehitpause = 1

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.6*GetHitVar(damage) 
ignorehitpause = 1

;======================================================================
;--- Jogan Defence Multiplier System --- (with variable scaling)

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.3*fvar(8) 
ignorehitpause = 1

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.6*fvar(8) 
ignorehitpause = 1



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

[State -3, VarSet Reset Turns Mode]
type     = Null;Varset
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 = TeamMode = turns
var(43) = 0
var(44) = 0
var(15) = 0
var(16) = 0
fvar(9) = 0
fvar(18) = 0
fvar(37) = 0
fvar(16) = 0
fvar(15) = 0
fvar(14) = 0
fvar(33) = 0
fvar(32) = 0
fvar(31) = 0
fvar(30) = 0
fvar(29) = 0
fvar(28) = 0
fvar(27) = 0
fvar(26) = 0
fvar(25) = 0
fvar(24) = 0

[State -3, VarSet]
type     = Null;Varset
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall =(stateno=[1000,1599])
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
var(59) = 1000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=[1000,1599])
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(59) = ifelse(movetype=H,1000,-1000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=420)&&(prevstateno=1401)&&enemynear, movetype=H&&EnemyNear, Stateno>200&&movehit
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999])
var(59) = 10000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=1400)&&(stateno!=1402)&&(stateno!=420)
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999])
var(59) = ifelse(p2life>0&&(enemynear, statetype=L||enemynear, movetype!=H),10000,-10000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=820||stateno=1010) && EnemyNear, Stateno=[150,159]
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
trigger1=1
var(59) = 100000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
trigger1=((stateno!=[800,899])&&(stateno=[1000,1010]))||p2life<=0||(enemynear, movetype=H && EnemyNear, Stateno>200)
var(59) = ifelse(enemynear, movetype=H && EnemyNear, Stateno>200,-100000,100000)

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1 = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)<1000000 && win
var(59) = var(59)+1000000

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)>=1000000 && stateno=[3000,3099]
var(59) = var(59)-1000000

[State -2, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(59)>0
trigger1=RoundState !=2
v        = 59
value    =-var(59)

[State -2, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v        = 59
value    =-var(59)



;==================================================
;--- CUSTOM WARUSAKI3 STYLE AI ACTIVATION  ---
;==================================================

        
; If you want to use the Guard mode, Dummy mode, Distance, or Button jam dummy control
; options in Training mode without activating the dummy's AI while working on your
; character, then all you need to do is temporarily disable this controller.
; Or, if you want to permanently disable this controller in Training mode,
; then you could use the Training mode detection code available on my site
; ( http://www.shinmugen.net/winane/ ), and then just add a "(var(59)&63)>30"
; triggerall to this controller.
[State -3, AI Helper]
type = Helper
trigger1 = AILevel > 0
triggerall = !IsHelper
triggerall = !numhelper(974122)
triggerall = alive && roundstate=2
trigger1 = !NumPartner
trigger2 = !(Partner,SelfAnimExist(9999))
HelperType = normal
name = "AI Helper Activator"
ID = 974122
pos = 9999999,99999
StateNo = 974122
KeyCtrl = 1
PauseMoveTime = 999999999
SuperMoveTime = 999999999 

; It is very important that this controller NOT be moved to State -2, as putting
; it there would defeat the entire purpose of the controller, allowing the
; helper method or the XOR method to erroneously set the AI variable.
; And within State -3, don't put any ChangeState controllers before this
; controller, lest you unnecessarily delay your character's AI activation.
[State -3, GameTimeVar]
type = Null;VarSet
trigger1 = 1
var(57) = GameTime
IgnoreHitPause = 1


;===========================================================================
; UNIVERSAL AI HELPER INITIALIZERS
;===========================================================================
;These controllers create the universal AI helpers used by the AI system but use with caution, they cause... bugs/glitches where the Character's AI will kind of... ignore the character's Transformation triggers
[State -3, AI Activation Helper Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = !numhelper(974122)
triggerall = alive && roundstate=2
;trigger1 = AILevel > 0
trigger1 = 1
helpertype=normal
name="AI_Activator"
ID=974122
pos=9999,9999
stateno=974122
keyctrl=1
pausemovetime=65535
supermovetime=65535

        [State -3]
        type = changestate
        Trigger1 = ishelper(974122)&&stateno != 974122
        value = 974122
        
[state -3, Right Edge Detector Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
;trigger1 = AILevel > 0
trigger1 = 1
triggerall = !numhelper(22222)
helpertype = normal
name = "stageedge_right"
postype = left
stateno = 22222
ID = 22222
pos = 160,9999
facing = -1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(22222)&&stateno != 22222
        value = 22222
        
[state -3, Left Edge Detector Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
;trigger1 = AILevel > 0
trigger1 = 1
triggerall = !numhelper(33333)
helpertype = normal
name = "stageedge_left"
postype = left
stateno = 33333
ID = 33333
pos = -160,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(33333)&&stateno != 33333
        value = 33333
        
        
[state -3, AI Projectile Scanner Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
trigger1 = AILevel > 0
trigger1 = 1
triggerall = !numhelper(55555)
helpertype = normal
name = "ai_projectile_scanner"
postype = p1
stateno = 55555
ID = 55555
pos = 9999,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(55555)&&stateno != 55555
        value = 55555
        
        

;==================================================
;--- AI-GENERATED MOVEMENT STATES (from CMD) ---
;==================================================

;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = ((p2bodydist x > 40) || (p2bodydist x > 100) || (p2bodydist x > 60 && (((enemynear, vel x) - (vel x)) * facing) < 0 && enemynear, movetype = H && EnemyNear, Stateno != [120,159]) || (enemynear, movetype != A && p2bodydist x > 240) || (p2bodydist x <= 140) || (enemynear,p2dist x < 0) || (p2bodydist x > 140))
triggerall = ((enemynear, statetype != L) || (p2bodydist x > 140) || (p2dist x >= 0)) && (P2Dist X >= 0) && (P2BodyDist X > 50)
;triggerall = !inguarddist
triggerall = (AILevel > 0 && roundstate = 2 && random <= 13* AILevel && stateno != [100,102])
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = p2bodydist x = [0,80]
triggerall = enemynear, statetype != L && !inguarddist
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = AILevel > 0 && roundstate = 2 && random <= 3* AILevel && stateno != [105,106]
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)


;==================================================
;--- AI-GENERATED ATTACK STATES (from CMD) ---
;==================================================

;Counter
[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-8
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-8
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = helper(3300011),var(18) <= 0
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-8
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-10
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = EnemyNear, Stateno < 2000 || EnemyNear, Stateno = helper(3300011),var(2)
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-8
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-8
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = helper(3300011),var(18) <= 0
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-7
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-5
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-7
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear, movetype = A && EnemyNear, Stateno=helper(3300011),var(2) && enemynear,time < helper(3300011),var(3)-4
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel && random <= 100* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- ENHANCED/SMART AI LOGIC (NEWV12 Stacked) ---
;==================================================

;Chance
[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 416)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 200)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 257)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 110)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = helper(3300011),var(18) <= 0
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -8
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 155)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 104)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 122)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -5
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I && EnemyNear, Stateno > 160) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 116)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -7
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, movetype = A) || (enemynear, movetype = I) || (enemynear, statetype != L) ; Attack anyone who isn't lying down
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = random%2=0 && helper(3300011),var(18) >= 0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime >= -4
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)


;Combo
[State -3, AI Chain: Hyper-Rush]
type = ChangeState
value = 6000
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
; Inherited Triggers (Processed by clearcmd)
triggerall = power >= 1000
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 250 || stateno = 410) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 200) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 210) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 200) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 230) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 240) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 240 || stateno = 400 || stateno = 440) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 210 || stateno = 410) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 400) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 430) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 440) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)

[State -3, AI Chain: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 600 || stateno = 640) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)

[State -3, AI Chain: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 610) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)

[State -3, AI Chain: Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 600) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)

[State -3, AI Chain: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 630) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)

[State -3, AI Chain: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = H
triggerall = !enemynear,canrecover
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Inherited Triggers (Processed by clearcmd)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI-Specific Chain Trigger
trigger1 = (stateno = 610 || stateno = 640) && (movehit = 1)
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)

[State -3, AI Combo (Unified): -> MissFire]
type = ChangeState
value = 6035
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6010 && movehit = 1
trigger35 = stateno = 6011 && movehit = 1
trigger36 = stateno = 6020 && movehit = 1
trigger37 = stateno = 6021 && movehit = 1
trigger38 = stateno = 6022 && movehit = 1
trigger39 = stateno = 6023 && movehit = 1
trigger40 = stateno = 6024 && movehit = 1
trigger41 = stateno = 6025 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6010 && movehit = 1
trigger35 = stateno = 6011 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 210 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = ((statetype = A) && (ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo (Unified): -> Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- AI Combo Execution Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6010 && movehit = 1
trigger35 = stateno = 6011 && movehit = 1
trigger36 = stateno = 6020 && movehit = 1
trigger37 = stateno = 6021 && movehit = 1
trigger38 = stateno = 6022 && movehit = 1
trigger39 = stateno = 6023 && movehit = 1
trigger40 = stateno = 6024 && movehit = 1
trigger41 = stateno = 6025 && movehit = 1
trigger42 = stateno = 6035 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> MissFire]
type = ChangeState
value = 6035
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6010 && movehit = 1
trigger35 = stateno = 6011 && movehit = 1
trigger36 = stateno = 6020 && movehit = 1
trigger37 = stateno = 6021 && movehit = 1
trigger38 = stateno = 6022 && movehit = 1
trigger39 = stateno = 6023 && movehit = 1
trigger40 = stateno = 6024 && movehit = 1
trigger41 = stateno = 6025 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6010 && movehit = 1
trigger35 = stateno = 6011 && movehit = 1
trigger36 = stateno = 6020 && movehit = 1
trigger37 = stateno = 6021 && movehit = 1
trigger38 = stateno = 6022 && movehit = 1
trigger39 = stateno = 6023 && movehit = 1
trigger40 = stateno = 6024 && movehit = 1
trigger41 = stateno = 6025 && movehit = 1
trigger42 = stateno = 6035 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6010 && movehit = 1
trigger35 = stateno = 6011 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6005 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6000 && movehit = 1
trigger29 = stateno = 6001 && movehit = 1
trigger30 = stateno = 6002 && movehit = 1
trigger31 = stateno = 6003 && movehit = 1
trigger32 = stateno = 6004 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 800 && movehit = 1
trigger23 = stateno = 4000 && movehit = 1
trigger24 = stateno = 4001 && movehit = 1
trigger25 = stateno = 4002 && movehit = 1
trigger26 = stateno = 4003 && movehit = 1
trigger27 = stateno = 4004 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 650 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 210 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 220 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 230 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 240 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 250 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 306 && movehit = 1
trigger8 = stateno = 400 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 410 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 420 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 430 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 440 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 450 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 500 && movehit = 1
trigger15 = stateno = 600 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = ((statetype = A) && (ctrl))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 610 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 620 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 630 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 640 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 650 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Combo Loop: -> Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
; --- Loop Execution Triggers ---
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (enemynear, movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = helper(3300011),var(52) > 0
triggerall = random <= 980
triggerall = enemynear, statetype != L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger1 = stateno = -3 && movehit = 1
trigger2 = stateno = 200 && movehit = 1
trigger3 = stateno = 210 && movehit = 1
trigger4 = stateno = 220 && movehit = 1
trigger5 = stateno = 230 && movehit = 1
trigger6 = stateno = 240 && movehit = 1
trigger7 = stateno = 250 && movehit = 1
trigger8 = stateno = 306 && movehit = 1
trigger9 = stateno = 400 && movehit = 1
trigger10 = stateno = 410 && movehit = 1
trigger11 = stateno = 420 && movehit = 1
trigger12 = stateno = 430 && movehit = 1
trigger13 = stateno = 440 && movehit = 1
trigger14 = stateno = 450 && movehit = 1
trigger15 = stateno = 500 && movehit = 1
trigger16 = stateno = 600 && movehit = 1
trigger17 = stateno = 610 && movehit = 1
trigger18 = stateno = 620 && movehit = 1
trigger19 = stateno = 630 && movehit = 1
trigger20 = stateno = 640 && movehit = 1
trigger21 = stateno = 800 && movehit = 1
trigger22 = stateno = 4000 && movehit = 1
trigger23 = stateno = 4001 && movehit = 1
trigger24 = stateno = 4002 && movehit = 1
trigger25 = stateno = 4003 && movehit = 1
trigger26 = stateno = 4004 && movehit = 1
trigger27 = stateno = 6000 && movehit = 1
trigger28 = stateno = 6001 && movehit = 1
trigger29 = stateno = 6002 && movehit = 1
trigger30 = stateno = 6003 && movehit = 1
trigger31 = stateno = 6004 && movehit = 1
trigger32 = stateno = 6005 && movehit = 1
trigger33 = stateno = 6010 && movehit = 1
trigger34 = stateno = 6011 && movehit = 1
trigger35 = stateno = 6020 && movehit = 1
trigger36 = stateno = 6021 && movehit = 1
trigger37 = stateno = 6022 && movehit = 1
trigger38 = stateno = 6023 && movehit = 1
trigger39 = stateno = 6024 && movehit = 1
trigger40 = stateno = 6025 && movehit = 1
trigger41 = stateno = 6035 && movehit = 1
trigger42 = stateno = 6100 && movehit = 1
trigger43 = stateno = 6101 && movehit = 1
trigger44 = stateno = 8000 && movehit = 1
trigger45 = stateno = 8001 && movehit = 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 4000 && Random <= 900
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 3000 && Random <= 900
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 2000 && Random <= 900
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -1 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 1) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=2)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -1 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 1) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -1 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 1) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger2 = (random <= (120+(helper(3300011),var(17)=2)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Hyper-Rush')

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = EnemyNear, Stateno != [120,159]
trigger3 = MoveHit && Power >= 1000 && Random <= 900
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Stand Medium Punch')

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Stand Strong Punch')

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Stand Light Kick')

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Standing Medium Kick')

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Standing Strong Kick')

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Crouching Medium Punch')

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Crouching Strong Punch')

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Crouching Light Kick')

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Crouching Medium Kick')

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Crouching Strong Kick')

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=6)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 5) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=6)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Jump Medium Punch')

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Jump Strong Punch')

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Jump Light Kick')

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Jump Medium Kick')

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI Chain Combo Logic (Translated from 'Jump Strong Kick')

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) || MoveContact
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
trigger1 = MoveHit = 1
trigger1 = EnemyNear, StateType != L
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)


;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 0) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear, movetype != H) || (enemynear, movetype != A) || (enemynear, movetype !=H && enemynear, movetype != A)
triggerall = (enemynear, statetype !=A) || (enemynear, movetype != H) || (enemynear, statetype !=A && enemynear, movetype != H)
triggerall = (random <= 16 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105])) || (P2BodyDist X < 60)
triggerall = helper(3300011),var(18) <= 0
triggerall = !inguarddist && enemynear, statetype != L
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)


;Fight
[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*8 > 80+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 8 + EnemyNear,const(movement.yaccel) * 8 * (8 + 1) / 2 > -80) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, MissFire]
type = ChangeState
value = 6035
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 7 + Const(movement.yaccel) * 7 * (7+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (7+random%8) - const(movement.yaccel) * (7+random%8) * ((7+random%8) + 1) / 2 + EnemyNear,Vel Y * (7+random%8) + EnemyNear,const(movement.yaccel) * (7+random%8) * ((7+random%8) + 1) / 2 = [-412-40,17-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6035) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*8 > 80+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 8 + EnemyNear,const(movement.yaccel) * 8 * (8 + 1) / 2 > -80) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*8 > 80+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 8 + EnemyNear,const(movement.yaccel) * 8 * (8 + 1) / 2 > -80) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 58 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 58* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 58* AILevel) || (P2BodyDist X <= 60)

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*10 > 607+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 10 + EnemyNear,const(movement.yaccel) * 10 * (10 + 1) / 2 > -307) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 136* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 136* AILevel) || (P2BodyDist X <= 60)

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
; AI Footsie Logic (ground_to_ground) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = EnemyNear,Stateno != [5120,5220)
Triggerall = !((EnemyNear,Statetype = S && (EnemyNear,Const(size.head.pos.y) > -189)) || (EnemyNear,Statetype = C && (EnemyNear,Const(size.mid.pos.y) > -189)))
Triggerall = (((P2BodyDist X + (((enemynear, vel x) - (vel x)) * facing) * 1 = [0,(78-8)+(0)*5]) && P2Dist X >= 0) || (P2BodyDist X < (78-3)+(0)*5 && P2Dist X >= 0))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*8 > 80+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 8 + EnemyNear,const(movement.yaccel) * 8 * (8 + 1) / 2 > -80) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*8 > 80+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 8 + EnemyNear,const(movement.yaccel) * 8 * (8 + 1) / 2 > -80) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 166* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* AILevel) || (P2BodyDist X <= 60)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 238+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -287) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 166* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* AILevel) || (P2BodyDist X <= 60)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 171+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -278) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 166* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* AILevel) || (P2BodyDist X <= 60)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 186+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -274) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 142* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 142* AILevel) || (P2BodyDist X <= 60)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 233+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -257) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 142* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 142* AILevel) || (P2BodyDist X <= 60)

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 217+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -246) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 60 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 60* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 60* AILevel) || (P2BodyDist X <= 60)

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 218+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -316) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 166* AILevel) ; Normal footsie chance
trigger2 = (enemynear, statetype = A) || (enemynear, statetype = A && P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel) ; Higher chance vs airborne
trigger5 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* AILevel) || (P2BodyDist X <= 60)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 215+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -239) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 166* AILevel) ; Normal footsie chance
trigger2 = (enemynear, statetype = A) || (enemynear, statetype = A && P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel) ; Higher chance vs airborne
trigger5 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(3300011),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 166* AILevel) || (P2BodyDist X <= 60)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 171+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -227) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 83 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 83* AILevel) ; Normal footsie chance
trigger2 = (enemynear, statetype = A) || (enemynear, statetype = A && P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 41* AILevel) ; Higher chance vs airborne
trigger5 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(3300011),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 83* AILevel) || (P2BodyDist X <= 60)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*7 > 160+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 7 + EnemyNear,const(movement.yaccel) * 7 * (7 + 1) / 2 > -361) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 176 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 176* AILevel) ; Normal footsie chance
trigger2 = (enemynear, statetype = A) || (enemynear, statetype = A && P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel) ; Higher chance vs airborne
trigger5 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 176* AILevel) || (P2BodyDist X <= 60)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 241+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -214) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 176 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 176* AILevel) ; Normal footsie chance
trigger2 = (enemynear, statetype = A) || (enemynear, statetype = A && P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel) ; Higher chance vs airborne
trigger5 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 176* AILevel) || (P2BodyDist X <= 60)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*4 > 240+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 4 + EnemyNear,const(movement.yaccel) * 4 * (4 + 1) / 2 > -226) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 75 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 60) || (random <= 75* AILevel) ; Normal footsie chance
trigger2 = (enemynear, statetype = A) || (enemynear, statetype = A && P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 37* AILevel) ; Higher chance vs airborne
trigger5 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(3300011),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(3300011),var(49) = 2
trigger6 = enemynear, movetype != A

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 75* AILevel) || (P2BodyDist X <= 60)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
; AI Footsie Logic (ground_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype != A
Triggerall = !(P2bodydist X+(((enemynear, vel x) - (vel x)) * facing)*5 > 294+(0)*5 && EnemyNear,Statetype = A && facing = EnemyNear,facing)
Triggerall = ((((enemynear, pos y) - (pos y)) + ((enemynear, vel y) - (vel y)) * 5 + EnemyNear,const(movement.yaccel) * 5 * (5 + 1) / 2 > -141) && EnemyNear,Statetype = A && ((enemynear, vel y) - (vel y)) >= 0) || EnemyNear,Statetype != A
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 40) || (random <= 172* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 172* AILevel) || (P2BodyDist X <= 40)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 4 + Const(movement.yaccel) * 4 * (4+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (4+random%10) - const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 + EnemyNear,Vel Y * (4+random%10) + EnemyNear,const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 = [-286-40,-217-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 40) || (random <= 172* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 172* AILevel) || (P2BodyDist X <= 40)

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 4 + Const(movement.yaccel) * 4 * (4+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (4+random%10) - const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 + EnemyNear,Vel Y * (4+random%10) + EnemyNear,const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 = [-275-40,-206-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 90 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 40) || (random <= 90* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 90* AILevel) || (P2BodyDist X <= 40)

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 7 + Const(movement.yaccel) * 7 * (7+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (7+random%25) - const(movement.yaccel) * (7+random%25) * ((7+random%25) + 1) / 2 + EnemyNear,Vel Y * (7+random%25) + EnemyNear,const(movement.yaccel) * (7+random%25) * ((7+random%25) + 1) / 2 = [-335-40,-85-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 40) || (random <= 172* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 172* AILevel) || (P2BodyDist X <= 40)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 4 + Const(movement.yaccel) * 4 * (4+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (4+random%10) - const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 + EnemyNear,Vel Y * (4+random%10) + EnemyNear,const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 = [-258-40,-104-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 40) || (random <= 172* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 172* AILevel) || (P2BodyDist X <= 40)

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 4 + Const(movement.yaccel) * 4 * (4+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (4+random%10) - const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 + EnemyNear,Vel Y * (4+random%10) + EnemyNear,const(movement.yaccel) * (4+random%10) * ((4+random%10) + 1) / 2 = [-266-40,-94-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L) ;!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
;triggerall = random <= 202 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
trigger1 = (P2BodyDist X <= 40) || (random <= 202* AILevel) ; Normal footsie chance
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
; AI: Use as a jump-in attack (Helper Logic)
trigger2 = p2dist y < -40 && helper(3300011),var(45) <= 1
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear, statetype != L && movetype != H && ctrl) || (!inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl) || (enemynear, statetype != L)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Doly_P29-Style Whiff Punish (Deterministic)
trigger1 = EnemyNear, MoveType = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
; AI: Doly_P29-Style Close Pressure (Deterministic)
trigger2 = P2BodyDist X < 30 && EnemyNear, Statetype != L
trigger2 = EnemyNear, MoveType != A ; Don't mash into an active attack
; AI: Standard Footsie (RNG Fallback)
trigger3 = (random <= 202* AILevel) || (P2BodyDist X <= 40)

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
; AI Footsie Logic (air_to_air) - Injected by Script
triggerall = AILevel > 0 && roundstate = 2
Triggerall = !inguarddist
Triggerall = Statetype = A
Triggerall = (Pos Y + Vel Y * 4 + Const(movement.yaccel) * 4 * (4+1) / 2 < 0) && Vel Y > 0
Triggerall = ((P2dist Y - Vel Y * (4+random%7) - const(movement.yaccel) * (4+random%7) * ((4+random%7) + 1) / 2 + EnemyNear,Vel Y * (4+random%7) + EnemyNear,const(movement.yaccel) * (4+random%7) * ((4+random%7) + 1) / 2 = [-243-40,37-80]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = random < 750 * AILevel || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- AI-GENERATED COMBO BREAKERS / BURSTS ---
;==================================================
[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
; AI: Combo Breaker / Burst Logic (Universal)
triggerall = AILevel > 0 && roundstate = 2
triggerall = power >= 1000
triggerall = (stateno=[5000,5210]) || (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(35) <= 0 ; Check for cooldown
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger2 = (life < 350 && hitcount > 2) || (enemynear, movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100
; -- Situational Triggers --
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)


;Guard


        ; --- AMALGAMATED AI GUARD SYSTEM (ALL STATES) ---

        [State -3, Unified Guard Entry]
        type = ChangeState
        ; We target 120 to start the guard animation properly
        value = 120
        triggerall = AILevel > 0 && roundstate = 2
        ; ONLY enter 120 if we are NOT already in a guard-related state
        triggerall = ctrl && stateno != [120, 155] 
        triggerall = !(enemynear, hitdefattr = SCA, AT)
        ; Trigger logic (Standard + Helper + Explod Math)
        trigger1 = inguarddist
        trigger2 = numhelper(3300011) && helper(3300011), inguarddist
        trigger3 = numexplod(33330001) ; Your projectile detection explod
        ignorehitpause = 1
        
        [State -3, Mid-Guard Height Adjustment]
        type = ChangeState
        ; If we are already blocking (150-155), we don't go back to 120.
        ; Instead, we jump directly between Stand/Crouch block states.
        triggerall = AILevel > 0 && (stateno = [150, 153])
        ; 1. Enemy is standing, but I am crouching? Switch to Stand-Guard-Hit (150)
        trigger1 = (enemynear, statetype != C) && (stateno != [150, 151])
        value = 150
        ignorehitpause = 1
        
        [State -3, Mid-Guard Height Adjustment]
        type = ChangeState
        ; If we are already blocking (150-155), we don't go back to 120.
        ; Instead, we jump directly between Stand/Crouch block states.
        triggerall = AILevel > 0 && (stateno = [150, 153])
        ; 1. Enemy is crouching, but I am standing? Switch to Crouch-Guard-Hit (152)
        trigger1 = (enemynear, statetype = C) && (stateno != [152, 153])
        value = 152
        ignorehitpause = 1

        [State -3, Air Guard Emergency]
        type = ChangeState
        value = 132 ; Go directly to Air Guard if in the air
        triggerall = AILevel > 0 && statetype = A && ctrl
        triggerall = stateno != [120, 155]
        trigger1 = inguarddist || numexplod(33330001)
        ignorehitpause = 1
        
        ; --- AMALGAMATED AI GUARD SYSTEM ---
        ; This block handles the Explod logic for projectile/distance detection
        [State -3, Guard Logic Explod]
        type = Explod
        triggerall = AILevel > 0 && numhelper(3300022)
        triggerall = ctrl && stateno != [120, 159]
        triggerall = statetype != A && numexplod(33330001) = 0
        trigger1 = PlayerIdExist(helper(3300022), var(3)) 
        trigger1 = PlayerID(helper(3300022), var(3)), pos y > -60 
        trigger1 = PlayerID(helper(3300022), var(3)), vel x != 0.0 
        trigger1 = ceil(((PlayerID(helper(3300022),var(3)), pos x - pos x )* facing) / PlayerID(helper(3300022),var(3)), vel x ) = floor(abs(const(velocity.jump.y)) / const(movement.yaccel))
        anim = helper(3300022), anim 
        ID = 33330001
        removetime = 1 ; Keep it short to prevent "sticky" guard

        [State -3, Guard Logic SysVar]
        type = Varset
        triggerall = AILevel > 0
        trigger1 = numexplod(33330001)
        sysvar(1) = 1

        ; --- MAIN GUARD CONTROLLER ---
        ; One block to rule them all. Handles Stand, Crouch, and Air.
        [State -3, Unified Guard ChangeState]
        type = ChangeState
        triggerall = AILevel > 0 && roundstate = 2
        triggerall = ctrl && stateno != [120, 159] ; CRITICAL: Prevents spam-freeze loop
        triggerall = !(enemynear, hitdefattr = SCA, AT) ; Don't try to block unblockable throws
        ; Trigger 1: Standard MUGEN InGuardDist
        trigger1 = inguarddist
        ; Trigger 2: Helper-based distance detection
        trigger2 = numhelper(3300011) && helper(3300011), inguarddist
        ; Trigger 3: Projectile/Movement detection (The complex math from your helper)
        trigger3 = numhelper(3300022) && PlayerIdExist(helper(3300022), var(3))
        trigger3 = (PlayerID(helper(3300022), var(3)), vel x != 0.0) && (random < (300 * (AILevel**2 / 50)))
        ; Determine the correct guard state based on context
        value = cond(statetype = A, 132, cond(enemynear, statetype = C, 131, 130))
        ignorehitpause = 1

        [State -3, Guard Type Correction]
        type = ChangeState
        triggerall = AILevel > 0 && roundstate = 2
        triggerall = stateno = [150, 153] ; If already in guard hit-state
        trigger1 = statetype != A && enemynear, statetype != C && stateno != 150
        value = 150 ; Force Crouch-to-Stand transition
        ignorehitpause = 1
        
        [State -3, Guard Type Correction]
        type = ChangeState
        triggerall = AILevel > 0 && roundstate = 2
        triggerall = stateno = [150, 153] ; If already in guard hit-state
        trigger1 = statetype != A && enemynear, statetype = C && stateno != 152        
        value = 152 ; Force Stand-to-Crouch transition
        ignorehitpause = 1

        
;==================================================
;--- UNIVERSAL GUARD COMMAND AI (Generated) ---
;==================================================
[State -1, AI Ground Guard]
type = Null;ChangeState
value = 120
triggerall = AILevel > 0 && Roundstate = 2
triggerall = !Ishelper && EnemyNear,Alive
triggerall = Statetype != A
triggerall = (ctrl) && (Stateno != [120,140))
triggerall = !(EnemyNear,hitdefattr = sca,at)
triggerall = !(Ceil(Helper(97530),FVar(39)) & 2**0)
triggerall = (Helper(97530),FVar(32) < 1000 - (((9-AILevel)**2) - 1) * 15) || (EnemyNear,Time > (((((9-AILevel)**2) - 1) * 15)/25)) || AILevel = 5
trigger1 = Inguarddist || (!InGuardDist && EnemyNear,P2dist X < 5 && P2bodydist X < 60 && EnemyNear,Statetype = A && (EnemyNear,HitDefAttr = A,AA || EnemyNear,Movetype = A))
trigger2 = EnemyNear,Numproj > 0 || (EnemyNear,Numhelper > Helper(97530),FVar(35) && (EnemyNear,Movetype = A || Random > 750))
trigger2 = Helper(97531),Inguarddist && Helper(97530),FVar(38)/1000 > 0

[State -1, AI Air Guard]
type = Null;ChangeState
value = 120
triggerall = AILevel > 0 && Roundstate = 2
triggerall = !Ishelper && EnemyNear,Alive
triggerall = Statetype = A
triggerall = ctrl
triggerall = !(EnemyNear,hitdefattr = sca,at)
triggerall = !(Ceil(Helper(97530),FVar(39)) & 2**0)
triggerall = (Helper(97530),FVar(32) < 1000 - (((9-AILevel)**2) - 1) * 15) || (EnemyNear,Time > (((((9-AILevel)**2) - 1) * 15)/25)) || AILevel = 5
trigger1 = Inguarddist
trigger2 = !InGuardDist && EnemyNear,P2dist X < 5 && P2bodydist X < 60 && (EnemyNear,HitDefAttr = SCA,AA || (EnemyNear,Movetype = A && EnemyNear,Statetype = A))


;==================================================
;--- INTEGRATED WARUSAKI3-STYLE GUARD LOGIC ---
;==================================================

;=============================================
;ガード (Generated by Script)
;=============================================
[State -1, 汎用ガード]
type = Null;ChangeState
value = 120
triggerall = AILevel > 0 && roundstate = 2
triggerall = !helper(33333),var(0) || (helper(33333),var(0) = 3 && helper(33333),var(2))
triggerall = numenemy > 0 || power >= 1000
triggerall = ctrl && stateno != [120,155]
triggerall = !(enemynear,hitdefattr = SCA,AT)
triggerall = numhelper(33333)
triggerall = numhelper(55555)
triggerall = inguarddist || helper(33333),var(10)&2**3 || (enemy,numproj && enemynear,p2dist x>=0 && p2bodydist x<=120 && p2bodydist y>=-120)
triggerall = inguarddist || (helper(55555),inguarddist && random < (1.0-life*1.0/lifemax)*300)
triggerall = random < 500+(random%(100+(enemynear,time>=15)*100+(enemynear,time>=7)*100+(enemynear, statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || AILevel >= 7
triggerall = AILevel < 8 || random < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AP
trigger1 = !(helper(33333),var(35) || EnemyNear, Stateno=helper(33333),var(18) || enemynear,p2dist x < 0)
trigger1 = !helper(22222),fvar(0) || !enemynear,movecontact
trigger2 = enemy,numproj || helper(55555),var(58)&2**10
trigger3 = enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP)
trigger4 = helper(33333),var(10)&2**3
trigger5 = helper(55555),var(2)=5
trigger6 = inguarddist
trigger6 = !(enemynear,hitdefattr = SCA,AA,AP)
trigger6 = !(enemy,numproj || helper(55555),var(58)&2**10)
trigger6 = !(enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP))
trigger6 = !(helper(33333),var(10)&2**3)
trigger6 = !(helper(55555),var(2)=5)
trigger6 = !(enemynear,stateno = [200,999])

[State -1, Guard Flag Control]
type = Null;AssertSpecial
trigger1 = AILevel >= 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


;=============================================
;緊急用回避 (Emergency Evade - Generated)
;=============================================
[State -1, 緊急用回避]
type = Null;ChangeState
value = ifelse(backedgedist >= 90 && (frontedgebodydist < 90 || random < 666), 105, 100) ;replace 800 with a grab state
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A
triggerall = power < 1000
triggerall = !helper(33333),var(40)
triggerall = !helper(22222),fvar(24)
triggerall = !helper(33333),var(0) || (helper(33333),var(0) = 3 && helper(33333),var(2))
triggerall = enemynear,ID != [0,1]
triggerall = (facing != enemynear,facing && enemynear,p2dist x >= 0)
triggerall = ctrl && stateno != [120,155]
triggerall = !(enemynear,hitdefattr = SCA,AT)
triggerall = numhelper(33333)
triggerall = numhelper(55555)
triggerall = inguarddist || helper(33333),var(10)&2**3
triggerall = random < 500+(random%(100+(enemynear,time>=15)*100+(enemynear,time>=7)*100+(enemynear, statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || AILevel >= 7
triggerall = enemynear, movetype != H
triggerall = AILevel < 8 || random < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AP
trigger1 = !(helper(33333),var(35) || EnemyNear, Stateno=helper(33333),var(18) || enemynear,p2dist x < 0)
trigger1 = !helper(22222),fvar(0) || !enemynear,movecontact
trigger2 = enemy,numproj || helper(55555),var(58)&2**10
trigger3 = enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP)
trigger4 = helper(33333),var(10)&2**3
trigger5 = helper(55555),var(2)=5
trigger6 = inguarddist
trigger6 = !(enemynear,hitdefattr = SCA,AA,AP)
trigger6 = !(enemy,numproj || helper(55555),var(58)&2**10)
trigger6 = !(enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP))
trigger6 = !(helper(33333),var(10)&2**3)
trigger6 = !(helper(55555),var(2)=5)
trigger6 = !(enemynear,stateno = [200,999])


;==================================================
;--- PERSISTENT/AGGRESSIVE AI LOGIC (OLDV12 Stacked) ---
;==================================================

;Persistent Fight
[State -3, Persistent Footsie: Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 58 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 58 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 136 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 136 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 142 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 142 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 142 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 60 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 60 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 166 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 166 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(3300011),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 83 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 41* AILevel)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 83 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(3300011),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 176 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 176 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 176 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 80* AILevel)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 176 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 75 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 60) || (enemynear, statetype = A && random <= 37* AILevel)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 75 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
; AI: Use as a mid-level footsie tool (Helper Logic)
trigger2 = helper(3300011),var(45) = 0
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
; AI: Anti-Approach Poke (Helper Logic)
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Corner Escape Attempt (Helper Logic)
trigger6 = helper(3300011),var(49) = 2
trigger6 = enemynear, movetype != A

[State -3, Persistent Footsie: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 172 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 40)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 172 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 40)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 90 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 40)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 90 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 172 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 40)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 172 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 40)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 172 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L && movetype != H && ctrl ;triggerall = !inguarddist && !helper(3300011),inguarddist && enemynear, statetype != L
triggerall = (random <= 202 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X <= 40)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = random <= 202 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
; AI: Use as a jump-in attack (Helper Logic)
trigger2 = p2dist y < -40 && helper(3300011),var(45) <= 1
; AI: Whiff Punish (Helper Logic)
trigger3 = enemynear, movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
; AI: Corner Pressure (Helper Logic)
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger1 = 1 ; AI Placeholder (Bridging)


;Persistent Combo
[State -3, Persistent Combo: Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -1 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 1) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=2)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=9)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=6)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Combo: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) || (MoveContact) || (MoveHit)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = helper(3300011),var(50) = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)


;Persistent Chance
[State -3, Persistent Poke: Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 416)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 200)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 257)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -8) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(3300011),var(18) <= 0
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 110)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 155)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 104)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -5) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 122)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I && EnemyNear, Stateno > 160
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 116)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 62)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Persistent Poke: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, movetype = A || enemynear, movetype = I
triggerall = (enemynear, statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (enemynear, statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (enemynear, statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) || (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)


;Persistent Wake-up
[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear,statetype = L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 100 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall = enemynear, statetype != L
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear,statetype = L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 520 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall = enemynear, statetype != L
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- INTEGRATED WARUSAKI3-STYLE ATTACK LOGIC ---
;==================================================
[State -3, Warusaki3 Footsie: Baseball]
type = ChangeState
value = 6010
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 21 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 21* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 70 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 70* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 52* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 52* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 52* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 46* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 46* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 21 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 21* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 52* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 52* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 29 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 29* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 54 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 54* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 54 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 54* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 26 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30))
trigger1 = (random <= 26* AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 50 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30))
trigger1 = (random <= 50* AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 50 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30))
trigger1 = (random <= 50* AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 26 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30))
trigger1 = (random <= 26* AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 50 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30))
trigger1 = (random <= 50* AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 50 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30))
trigger1 = (random <= 50* AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Footsie: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
;triggerall = (random <= 57 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30))
trigger1 = (random <= 57* AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Baseball]
type = ChangeState
value = 6010
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -1 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 1) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 5) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Combo: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; --- AI Brain Combo Triggers ---
triggerall = helper(3300011),var(51) > 0
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30) ; High-confidence cancel
triggerall = helper(3300011),var(50) = 1
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -8
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/5) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -5
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/5) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/5) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Warusaki3 Poke: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = AILevel > 0 && roundstate = 2
trigger1 = enemynear, movetype = A || enemynear, movetype = I
trigger1 = !enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- INTEGRATED HUTUNO-STYLE ATTACK LOGIC ---
;==================================================
[State -3, Hutuno-Style Footsie: Baseball]
type = ChangeState
value = 6010
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 11.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -307
;trigger3 = p2bodydist x < 611
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 10.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -215
;trigger3 = p2bodydist x < 82
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 2.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -287
;trigger3 = p2bodydist x < 242
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 11.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -278
;trigger3 = p2bodydist x < 175
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -274
;trigger3 = p2bodydist x < 190
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 8.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/5) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -257
;trigger3 = p2bodydist x < 237
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 8.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -246
;trigger3 = p2bodydist x < 221
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 8.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -316
;trigger3 = p2bodydist x < 222
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 12.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -239
;trigger3 = p2bodydist x < 219
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 11.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -227
;trigger3 = p2bodydist x < 175
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 3.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -361
;trigger3 = p2bodydist x < 164
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 8.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -214
;trigger3 = p2bodydist x < 245
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 7.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/5) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -226
;trigger3 = p2bodydist x < 244
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 3: Anti-Air
trigger3 = enemynear, statetype = A && p2bodydist y > -141
;trigger3 = p2bodydist x < 298
trigger3 = ((enemynear, vel y) - (vel y)) > -2
trigger3 = (random < 700) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 10.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 7.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 8.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 5.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Footsie: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
TriggerAll = NumHelper(4444)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
; Trigger 1: General footsie/poke logic
trigger1 = enemynear, movetype = I
trigger1 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Trigger 2: High-probability whiff punish
trigger2 = !enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
trigger2 = (random < 850) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
; Trigger 5: Predictive poke after opponent's hitstun
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700 || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)

[State -3, Hutuno-Style Combo: Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 4000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 3000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 2000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -1 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 1) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (enemynear,animtime <= -8 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 8) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Trigger 2: Special cancel into a super to finish the opponent.
trigger2 = power >= 1000
trigger2 = enemynear,life <= 0
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = (enemynear,animtime <= -5 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 5) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Hutuno-Style Combo: Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) || (enemynear, movetype = H)
triggerall = !inguarddist && enemynear,alive && enemynear, movetype = H && enemynear, statetype != L
; Trigger 1: Standard high-probability combo link.
trigger1 = (random <= 950 * AILevel) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
TriggerAll = NumHelper(4444)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = backedgebodydist > 25
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- Micheal22 Style Custom AI Logic (Movement & Attacks) ---
;==================================================
[State -3, Custom AI Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (((statetype = s) && ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
triggerall = Power >= 4000
trigger1 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI MissFire]
type = ChangeState
value = 6035
triggerall = 1
triggerall = (((statetype = s) && ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6035) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
triggerall = Power >= 3000
trigger1 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (((statetype = s) && ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
triggerall = Power >= 2000
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = (((statetype = s) && ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = (((statetype = s) && ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
triggerall = Power >= 1000
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/5) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/6) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = ((statetype = A) && (ctrl))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/3) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/2) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, Custom AI Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
triggerall = ((1 ))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Custom Guard]
type=Null;ChangeState
TriggerALL = AILevel > 0 && RoundState = 2
TriggerALL = Random<(AILevel*100)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&enemynear, movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&enemynear, movetype=A)||(Enemy,StateNo=[1000,2000])
value = cond(StateType=A,132,130)


;==================================================
;--- INTEGRATED WARUSAKI3-STYLE AI MOVEMENT LOGIC ---
;==================================================
[State -3, AI (Warusaki3-Style): Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 10.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): MissFire]
type = ChangeState
value = 6035
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 12.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 6035) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 3.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 3.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 2.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 6.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 2.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 8.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 5.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 12.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 2.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 2.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 4.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 5.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 2.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 7.0)) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 4.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 5.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 11.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 9.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
[State -3, AI (Warusaki3-Style): Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = enemynear, statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 = !enemynear,ctrl && enemynear,animtime < -10
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
trigger2 = enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = enemynear, movetype != H
trigger3 = (random < 200 * (AILevel / 3.0)) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) 
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

;Anti-Air (Anti Air)
[State -3, AI Loop Starter: Hyper-DragonBallZ]
type = Helper
stateno = 99887766
ID = 99893866
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = power >= 4000
triggerall = (((statetype = s) && ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 6100
trigger1 = movehit = 1
; AI Combo Loop Starter for 6035

[State -3, AI Loop Starter: MissFire]
type = Helper
stateno = 99887766
ID = 99893801
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = (((statetype = s) && ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 6035
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Assist]
type = Helper
stateno = 99887766
ID = 99888266
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 500
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Hyper-Boxing]
type = Helper
stateno = 99887766
ID = 99893786
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = power >= 2000
triggerall = (((statetype = s) && ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 6020
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Baseball]
type = Helper
stateno = 99887766
ID = 99893776
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = (((statetype = s) && ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 6010
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Throw-Plate]
type = Helper
stateno = 99887766
ID = 99893771
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = (((statetype = s) && ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 6005
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Hyper-Rush]
type = Helper
stateno = 99887766
ID = 99893766
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = power >= 1000
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 6000
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Throw]
type = Helper
stateno = 99887766
ID = 99888566
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 800
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Stand Light Punch]
type = Helper
stateno = 99887766
ID = 99887966
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = S) && (ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 200
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Stand Medium Punch]
type = Helper
stateno = 99887766
ID = 99887976
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 210
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Stand Strong Punch]
type = Helper
stateno = 99887766
ID = 99887986
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 220
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Stand Light Kick]
type = Helper
stateno = 99887766
ID = 99887996
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 230
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Standing Medium Kick]
type = Helper
stateno = 99887766
ID = 99888006
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 240
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Standing Strong Kick]
type = Helper
stateno = 99887766
ID = 99888016
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 250
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Crouching Light Punch]
type = Helper
stateno = 99887766
ID = 99888166
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = C) && (ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 400
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Crouching Medium Punch]
type = Helper
stateno = 99887766
ID = 99888176
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 410
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Crouching Strong Punch]
type = Helper
stateno = 99887766
ID = 99888186
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 420
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Crouching Light Kick]
type = Helper
stateno = 99887766
ID = 99888196
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 430
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Crouching Medium Kick]
type = Helper
stateno = 99887766
ID = 99888206
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 440
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Crouching Strong Kick]
type = Helper
stateno = 99887766
ID = 99888216
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 450
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Jump Light Punch]
type = Helper
stateno = 99887766
ID = 99888366
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = A) && (ctrl))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 600
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Jump Medium Punch]
type = Helper
stateno = 99887766
ID = 99888376
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 610
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Jump Strong Punch]
type = Helper
stateno = 99887766
ID = 99888386
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 620
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Jump Light Kick]
type = Helper
stateno = 99887766
ID = 99888396
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 630
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Jump Medium Kick]
type = Helper
stateno = 99887766
ID = 99888406
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 640
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Loop Starter: Jump Strong Kick]
type = Helper
stateno = 99887766
ID = 99888416
name = "LoopCounterMessenger"
postype = p1
ignorehitpause = 1
; --- Inherited Triggers from Original CMD ---
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
triggerall = 1 ; AI Placeholder (Bridging)
; --- AI-Specific Loop Starter Triggers ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = stateno = 650
trigger1 = movehit = 1
; AI Combo Loop Starter for 6100

[State -3, AI Air Catch Logic -> 6035]
type = ChangeState
value = 6035
triggerall = 1
triggerall = (((statetype = s) && ctrl))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 65) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
triggerall = 1
triggerall = ((statetype = A) && (ctrl))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 62) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Air Catch Logic -> 610]
type = ChangeState
value = 610
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 62) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Air Catch Logic -> 620]
type = ChangeState
value = 620
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 116) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Air Catch Logic -> 630]
type = ChangeState
value = 630
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 62) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Air Catch Logic -> 640]
type = ChangeState
value = 640
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 62) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Air Catch Logic -> 650]
type = ChangeState
value = 650
triggerall = 1
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
; --- AI-Specific Triggers (Air Catch) ---
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0) ;Ctrl
triggerall = MoveType != H
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (random < 850) || (random < 850 * AILevel) || (P2BodyDist X <= 53) || (P2BodyDist X <= 40) || (P2Dist Y <= -30) || (P2BodyDist X <= 40 && P2Dist Y <= -30)
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
; Trigger 2: Catch Enemy 2
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
; Trigger 3: Catch Enemy 3
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10
triggerall = enemynear, statetype != L
trigger1 = 1 ; AI Placeholder (Bridging)

[State -2, AirCatch P2 ID Track]
type = VarSet
trigger1 = NumEnemy = 1
var(52) = Enemy,ID
ignorehitpause=1

[State -2, AirCatch P3 ID Track]
type = VarSet
trigger1 = NumEnemy >= 2
var(53) = Enemy(1),ID
ignorehitpause=1

[State -2, AirCatch P4 ID Track]
type = VarSet
trigger1 = NumEnemy >= 3
var(54) = Enemy(2),ID
ignorehitpause=1

[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 120 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 120 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 120 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Baseball]
type = ChangeState
value = 6010
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 630 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 738 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 327 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 654 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 666 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 702 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear, statetype = A
;triggerall = p2dist x < 130 && p2dist y > 20 && ((enemynear, vel y) - (vel y)) > -3
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)
triggerall = (random <= 690 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
; AI Combo Loop Starter for 6100


;Wake-up Pressure
[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear,statetype = L
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 100 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall = enemynear, statetype != L
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(3300011),var(27) = [8, 30]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
; AI: Meaty Okizeme
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = enemynear,statetype = L
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 520 * AILevel) || (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall = enemynear, statetype != L
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(3300011),var(27) = [5, 34]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
; AI: Meaty Okizeme
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)


;Taunt


;==================================================
;--- NEW AI STYLE (From Example) ---
;==================================================
[State -3, AI Logic (New Style) for MissFire]
type = ChangeState
value = 6035
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6035) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
triggerall = power >= 2000
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -13
trigger3 = helper(330001122),var(35)=[16,17]
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Baseball]
type = ChangeState
value = 6010
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6010) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -10
trigger3 = movecontact && enemynear, movetype=H
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Throw-Plate]
type = ChangeState
value = 6005
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2bodydist x - 1*(((enemynear, vel x) - (vel x)) * facing) = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-16*const(size.xscale),17*const(size.xscale)]) || (p2bodydist x = [-46*const(size.xscale),47*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + ((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39) >= -60*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-60*const(size.yscale),-52*const(size.yscale)])) || ((p2bodydist y = [-80*const(size.yscale),-32*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6005) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -1
trigger3 = movecontact && enemynear, movetype=H
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Punisher / Super Combo Ender Intent ---
triggerall = power >= 1000
trigger1 = movecontact && enemynear, movetype=H
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -13
trigger3 = helper(330001122),var(35)=[16,17]
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- Throw Intent ---
triggerall = enemynear, movetype != H
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger2 = enemynear, statetype = L && p2dist x < 40
trigger3 = enemynear, movetype = I && p2dist x < 30
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Stand Light Punch]
type = ChangeState
value = 200
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 62*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 62*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 92*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -80*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-80*const(size.yscale),-61*const(size.yscale)])) || ((p2bodydist y = [-100*const(size.yscale),-41*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 200) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = S) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Stand Medium Punch]
type = ChangeState
value = 210
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 43*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 43*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 73*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -77*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-77*const(size.yscale),-58*const(size.yscale)])) || ((p2bodydist y = [-97*const(size.yscale),-38*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 210) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Stand Strong Punch]
type = ChangeState
value = 220
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-2*const(size.xscale),47*const(size.xscale)]) || (p2bodydist x = [-32*const(size.xscale),77*const(size.xscale)])
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -76*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-76*const(size.yscale),-57*const(size.yscale)])) || ((p2bodydist y = [-96*const(size.yscale),-37*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 220) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Stand Light Kick]
type = ChangeState
value = 230
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -71*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-71*const(size.yscale),-25*const(size.yscale)])) || ((p2bodydist y = [-91*const(size.yscale),-5*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 230) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 200) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Standing Medium Kick]
type = ChangeState
value = 240
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -68*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-68*const(size.yscale),-33*const(size.yscale)])) || ((p2bodydist y = [-88*const(size.yscale),-13*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 240) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 230) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Standing Strong Kick]
type = ChangeState
value = 250
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 250) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = S) && (ctrl)) || ((stateno = 240) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Crouching Light Punch]
type = ChangeState
value = 400
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 56*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 56*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 86*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -66*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-66*const(size.yscale),-47*const(size.yscale)])) || ((p2bodydist y = [-86*const(size.yscale),-27*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 400) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = C) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Crouching Light Kick]
type = ChangeState
value = 430
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -59*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-59*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-79*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 430) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 63*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 63*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 93*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-19*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),1*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 440) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 430) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -5
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Jump Light Punch]
type = ChangeState
value = 600
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 59*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 59*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 89*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-96*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-126*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-96*const(size.yscale),69*const(size.yscale)])
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 600) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = A) && (ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Jump Medium Punch]
type = ChangeState
value = 610
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2bodydist x - 4*(((enemynear, vel x) - (vel x)) * facing) = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-11*const(size.xscale),45*const(size.xscale)]) || (p2bodydist x = [-41*const(size.xscale),75*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-91*const(size.yscale),69*const(size.yscale)]) || (p2bodydist y = [-121*const(size.yscale),99*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-91*const(size.yscale),69*const(size.yscale)])
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 610) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact)) || ((stateno = 640) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Jump Strong Punch]
type = ChangeState
value = 620
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 620) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -7
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Jump Light Kick]
type = ChangeState
value = 630
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*4*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 4)))) && p2bodydist x <= 57*const(size.xscale)+4*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 57*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 87*const(size.xscale))
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-88*const(size.yscale),102*const(size.yscale)]) || (p2bodydist y = [-118*const(size.yscale),132*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-88*const(size.yscale),102*const(size.yscale)])
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 630) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 600) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Jump Medium Kick]
type = ChangeState
value = 640
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-89*const(size.yscale),105*const(size.yscale)]) || (p2bodydist y = [-119*const(size.yscale),135*const(size.yscale)])
triggerall = (EnemyNear, StateType = A && P2Dist Y = [-89*const(size.yscale),105*const(size.yscale)])
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 640) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 630) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, AI Logic (New Style) for Jump Strong Kick]
type = ChangeState
value = 650
triggerall = 1
; --- Injected AI Universal Triggers ---
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 650) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||enemynear, movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = enemynear, movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 = !enemynear,ctrl && enemynear, movetype=A && animtime < -4
trigger3 = movecontact && enemynear, movetype=H
triggerall = ((statetype = A) && (ctrl)) || ((stateno = 640) && (movecontact)) || ((stateno = 610) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- AI-GENERATED TRANSFORMATIONS / INSTALLS ---
;==================================================
[State -1, Hyper-DragonBallZ]
type = ChangeState
value = 6100
triggerall = power >= 4000
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = AILevel > 0 && roundstate = 2
triggerall = power >= 4000
triggerall = (stateno != 6100) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = roundstate = 2 && time < 60 && p2dist x > 150
trigger2 = enemynear, statetype = L && p2dist x > 200
trigger3 = life < lifemax * 0.4 && p2dist x > 180
triggerall = random <= 500 * AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; AI: Transformation / Install / Heal Logic
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = AILevel > 0 && roundstate = 2
triggerall = power >= 3000
triggerall = (stateno != 500) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = roundstate = 2 && time < 60 && p2dist x > 150
trigger2 = enemynear, statetype = L && p2dist x > 200
trigger3 = life < lifemax * 0.4 && p2dist x > 180
triggerall = random <= 500 * AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; AI: Transformation / Install / Heal Logic
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Boxing]
type = ChangeState
value = 6020
triggerall = power >= 2000
triggerall = 1
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = AILevel > 0 && roundstate = 2
triggerall = power >= 2000
triggerall = (stateno != 6020) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = roundstate = 2 && time < 60 && p2dist x > 150
trigger2 = enemynear, statetype = L && p2dist x > 200
trigger3 = life < lifemax * 0.4 && p2dist x > 180
triggerall = random <= 500 * AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; AI: Transformation / Install / Heal Logic
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Hyper-Rush]
type = ChangeState
value = 6000
triggerall = 1
triggerall = power >= 1000
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = AILevel > 0 && roundstate = 2
triggerall = power >= 1000
triggerall = (stateno != 6000) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Intent: Power-Up / Transformation / Install
trigger1 = roundstate = 2 && time < 60 && p2dist x > 150
trigger2 = enemynear, statetype = L && p2dist x > 200
trigger3 = life < lifemax * 0.4 && p2dist x > 180
triggerall = random <= 500 * AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; AI: Transformation / Install / Heal Logic
triggerall = (((statetype = s) && ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 250) && (movecontact))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
triggerall = (enemynear, statetype != A)
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = AILevel > 0 && roundstate = 2
triggerall = power >= 0
triggerall = (stateno != 800) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Intent: Healing / Regeneration
trigger1 = Life < LifeMax * 0.5 && p2dist x > 150
trigger2 = Life < LifeMax * 0.2 && p2dist x > 100 && enemynear,movetype != A
trigger3 = Life < LifeMax * 0.8 && time < 100 && p2dist x > 200
triggerall = random <= 500 * AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; AI: Transformation / Install / Heal Logic
triggerall = ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H)) || ((p2bodydist X < 10) && ((p2statetype = S) || (p2statetype = C)) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Bridging)



;==================================================
;--- ENHANCED/GENERIC AI LOGIC ---
;==================================================

;Enhanced Movement (Dashes, etc.)
[State -3, Generic AI Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = 1
triggerall = 1
; AI: Fallback for unidentified command move
triggerall = p2dist x > 200 && enemynear, movetype != A && statetype != A
triggerall = random <= 30* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = stateno != [120,159]
; AI: Generic Move Handler for Stateno 410
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 400) && (movecontact)) || ((stateno = 240) && (movecontact)) || ((stateno = 440) && (movecontact))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 410) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/7) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2bodydist x - 4*(vel x+(((enemynear, vel x) - (vel x)) * facing)) = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-7*const(size.xscale),43*const(size.xscale)]) || (p2bodydist x = [-37*const(size.xscale),73*const(size.xscale)])
triggerall = (p2bodydist y + 4*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*4*5*0.5 >= -63*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-63*const(size.yscale),-44*const(size.yscale)])) || ((p2bodydist y = [-83*const(size.yscale),-24*const(size.yscale)]))
triggerall = (EnemyNear, StateType = A && P2Dist Y < -60*const(size.yscale))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Generic AI Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = 1
triggerall = 1
; AI: Fallback for unidentified command move
triggerall = p2dist x > 200 && enemynear, movetype != A && statetype != A
triggerall = random <= 30* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = stateno != [120,159]
; AI: Generic Move Handler for Stateno 420
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 410) && (movecontact)) || ((stateno = 210) && (movecontact))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 420) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/8) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*7*(vel x+(((enemynear, vel x) - (vel x)) * facing))*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 7)))) && p2bodydist x <= 40*const(size.xscale)+7*(vel x+(((enemynear, vel x) - (vel x)) * facing))) || (p2dist x >= 0 && p2bodydist x <= 40*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 70*const(size.xscale))
triggerall = (P2BodyDist X <= 100*const(size.xscale))
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)

[State -3, Generic AI Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = 1
triggerall = 1
; AI: Fallback for unidentified command move
triggerall = p2dist x > 200 && enemynear, movetype != A && statetype != A
triggerall = random <= 30* AILevel
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = stateno != [120,159]
; AI: Generic Move Handler for Stateno 450
triggerall = AILevel > 0 && roundstate = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
triggerall = ((statetype = C) && (ctrl)) || ((stateno = 440) && (movecontact))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (stateno != 450) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = Enemynear,Statetype != L
trigger1 = (random < (AILevel * 100)/4) || (P2BodyDist X <= 60) || (P2Dist Y <= -30) || (P2BodyDist X <= 60 && P2Dist Y <= -30)
; Omni-Awareness: X-Axis Trigger Suppressed (Full Screen/Tracking)
triggerall = (p2bodydist y + 5*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*5*6*0.5 >= -39*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-39*const(size.yscale),4*const(size.yscale)])) || ((p2bodydist y = [-59*const(size.yscale),24*const(size.yscale)]))
trigger2 = helper(2200011),var(32) = 1 && random <= 800 ; High-confidence punish
trigger3 = helper(2200011),var(33) = 1 && random <= 800 ; High-confidence punish
trigger4 = helper(2200011),var(34) = 1 && random <= 800 ; High-confidence punish
trigger1 = 1 ; AI Placeholder (Bridging)


;Enhanced Utility (Helpers/Projectiles)


;==================================================
;--- ADVANCED STRATEGIC & REACTIVE AI LOGIC (V3) ---
;==================================================

;Strategic Moves (Installs, Setups, Cross-ups)

;Specific Reactive Moves (Counters, Evasions)
[State -1, MissFire]
type = ChangeState
value = 6035
triggerall = 1
; AI: Panic/Desperation Reversal
triggerall = AILevel > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = enemynear, movetype = A || enemynear, movetype = I ; Opponent is aggressive or baiting
trigger1 = random <= 900 ; Almost guaranteed to panic mash
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2bodydist x - 7*(((enemynear, vel x) - (vel x)) * facing) = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [1*const(size.xscale),75*const(size.xscale)]) || (p2bodydist x = [-29*const(size.xscale),105*const(size.xscale)])
; Omni-Awareness: Y-Axis Trigger Suppressed (Vertical Coverage)
triggerall = (((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)

[State -1, Assist]
type = ChangeState
value = 500
triggerall = 1
triggerall = power >= 3000
triggerall = numhelper(4000)<=0
; AI: Panic/Desperation Reversal
triggerall = AILevel > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = enemynear, movetype = A || enemynear, movetype = I ; Opponent is aggressive or baiting
trigger1 = random <= 900 ; Almost guaranteed to panic mash
triggerall = (ctrl) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0 && random <= 850) || (helper(3300011),var(50) = 1 && helper(3300011),var(51) > 0)
triggerall = (p2dist x >= ((enemynear, statetype=A)||(statetype=A)||(enemynear, movetype=H)||(enemynear, statetype!=A)||(statetype!=A))*8*(((enemynear, vel x) - (vel x)) * facing)*((enemynear,frontedgedist>10&&enemynear,backedgedist>10) || ((enemynear, vel x = 0) || (ifelse(enemynear, vel x > 0, enemynear, frontedgedist, enemynear, backedgedist) > (abs(enemynear, vel x) * 8)))) && p2bodydist x <= 18*const(size.xscale)+8*(((enemynear, vel x) - (vel x)) * facing)) || (p2dist x >= 0 && p2bodydist x <= 18*const(size.xscale)) || (p2dist x >= 0 && p2bodydist x <= 48*const(size.xscale))
triggerall = (p2bodydist y + 8*((enemynear, vel y) - (vel y)) + helper(3300011),fvar(39)*8*9*0.5 >= -22*const(size.yscale)) || ((enemynear, statetype != A) || (p2bodydist y = [-22*const(size.yscale),0*const(size.yscale)])) || ((p2bodydist y = [-42*const(size.yscale),20*const(size.yscale)]))
triggerall = ((statetype != A) && ((statetype = s) && ctrl))
trigger1 = 1 ; AI Placeholder (Bridging)


;AIhelper
[Statedef 3300011]
;Anim = 9999
Ctrl = 0

;==================================================
;--- AI OVERFLOW COMMAND BUS (CPU LOGIC) ---;==================================================
[State 3300011, AI Overflow Command Bus - Listen]
type = VarSet
triggerall = 1
trigger1 = NumHelper(998812344) && Helper(998812344),var(56) > 0 && (var(56) := Helper(998812344),var(56)) || 1
trigger2 = NumHelper(998812344+1) && Helper(998812344+1),var(56) > 0 && (var(56) := Helper(998812344+1),var(56)) || 1
trigger3 = NumHelper(998812344+2) && Helper(998812344+2),var(56) > 0 && (var(56) := Helper(998812344+2),var(56)) || 1
trigger4 = NumHelper(998812344+3) && Helper(998812344+3),var(56) > 0 && (var(56) := Helper(998812344+3),var(56)) || 1
v = 57 ; Use a temporary var to flag that a command has been received
value = 1
ignorehitpause = 1

[State 3300011, AI Overflow Command Bus - Send]
type = ParentVarSet
trigger1 = var(57) = 1
v = 56 ; Set the main character's (our parent's) command buffer
value = var(56)
ignorehitpause = 1

[State 3300011, AI Overflow Command Bus - Reset]
type = VarSet
trigger1 = var(57) = 1
v = 56 ; Clear our internal buffer
value = 0
ignorehitpause = 1
[State 3300011, AI Overflow Command Bus - Reset]
type = VarSet
trigger1 = var(57) = 1
v = 57 ; Reset the flag
value = 0
ignorehitpause = 1
; -- COMBO BREAKER & SPECIAL MODE LOGIC --
; Burst Cooldown Logic
[State , Burst Cooldown]
type = VarAdd
trigger1 = var(35) > 0
v = 35 ; This var tracks the cooldown for using the burst.
value = -1
ignorehitpause = 1

[State , Special Mode Placeholder]
type = Null
; This is a placeholder for your character's special mode.
; To make the burst AI smarter, find the StateDef for your special mode
; and add a controller to set var(36) = 1 on activation and var(36) = 0 on deactivation.
trigger1 = 1

; -- STRATEGIC MODE CONTROLLERS --
[State 33000, Set Strategy]
type = VarSet
triggerall = 1
trigger1 = 1
v = 25 ; Using var(25) for strategy
; Default to Aggressive (1)
value = 1

[State 33000, Strategy: Defensive]
type = VarSet
trigger1 = Life > enemynear,Life
v = 25
value = 2

[State 33000, Strategy: Finisher]
type = VarSet
trigger1 = Power >= 1000 && enemynear,life < 250
v = 25
value = 3

; -- PRESSURE RESET LOGIC --
[State 33000, Detect Blocked Hit]
type = VarSet
; This triggers on the frame a move connects but is blocked
trigger1 = MoveContact && enemynear, movetype = H
; Set a cooldown timer for our pressure (e.g., 60 frames)
v = 26 ; Using var(26) for pressure cooldown
value = 60
ignorehitpause = 1

[State 33000, Pressure Cooldown]
type = VarAdd
trigger1 = var(26) > 0
v = 26
value = -1
ignorehitpause = 1

; -- MEATY OKIZEME LOGIC --
[State 33000, Detect Knockdown]
type = VarSet
; When P2 is knocked down, get their recovery time.
trigger1 = enemynear, statetype = L && var(27) <= 0
v = 27 ; Using var(27) for meaty timer
value = EnemyNear, GetHitVar(fall.recovertime)
ignorehitpause = 1

[State 33000, Meaty Timer Countdown]
type = VarAdd
trigger1 = var(27) > 0
v = 27
value = -1
ignorehitpause = 1

[State 33000, Reset Meaty Timer]
type = VarSet
trigger1 = var(27) > 0 && enemynear, statetype != L
v = 27
value = 0
ignorehitpause = 1

; -- METER MANAGEMENT POLICY --
[State 33000, Set Meter Policy]
type = VarSet
trigger1 = 1
triggerall = 1
v = 28 ; 0=Spend, 1=Save for L2+, 2=Save for L3
value = 0 ; Default: Spend freely

[State 33000, Policy: Save Meter]
type = VarSet
trigger1 = Life > Enemynear,Life && Life > 600 && Power < 2000
v = 28
value = 1 ; Save up for a level 2

[State 33000, Policy: Finisher Mode]
type = VarSet
trigger1 = var(25) = 3 ; If in Finisher strategy mode
v = 28
value = 0 ; Spend everything

; -- WHIFF PUNISH LOGIC --
[State 33000, Detect Whiffed Attack]
type = VarSet
; If the enemy is in an attack state but we are not in hitstun, they might have whiffed.
trigger1 = EnemyNear,MoveType = A && MoveType != H
trigger1 = P2Dist X < 150 ; Only track whiffs at close-to-mid range
; Store the recovery time of their move. We approximate this with AnimTime.
; A more complex helper could learn exact recovery frames.
v = 29 ; Using var(29) for whiff punish window
value = EnemyNear,AnimTime
ignorehitpause = 1

[State 33000, Whiff Countdown]
type = VarAdd
trigger1 = var(29) < 0
v = 29
value = 1 ; Counts up towards 0
ignorehitpause = 1

[State 33000, Reset Whiff Tracker]
type = VarSet
trigger1 = var(29) >= 0
trigger2 = EnemyNear,MoveType != A
v = 29
value = 0
ignorehitpause = 1


;==================================================
;--- UNIVERSAL CANCELLABLE STATE FLAG (DEFINITIVE) ---; This var is 1 only when the player is in a state; that the developer has defined as being cancellable.;==================================================
[State 3300011, Set "IsCancellable" Flag]
type = VarSet
trigger1 = root,stateno = -3
trigger2 = root,stateno = 200
trigger3 = root,stateno = 210
trigger4 = root,stateno = 220
trigger5 = root,stateno = 230
trigger6 = root,stateno = 240
trigger7 = root,stateno = 250
trigger8 = root,stateno = 306
trigger9 = root,stateno = 400
trigger10 = root,stateno = 410
trigger11 = root,stateno = 420
trigger12 = root,stateno = 430
trigger13 = root,stateno = 440
trigger14 = root,stateno = 450
trigger15 = root,stateno = 500
trigger16 = root,stateno = 600
trigger17 = root,stateno = 610
trigger18 = root,stateno = 620
trigger19 = root,stateno = 630
trigger20 = root,stateno = 640
trigger21 = root,stateno = 650
trigger22 = root,stateno = 800
trigger23 = root,stateno = 4000
trigger24 = root,stateno = 4001
trigger25 = root,stateno = 4002
trigger26 = root,stateno = 4003
trigger27 = root,stateno = 4004
trigger28 = root,stateno = 6000
trigger29 = root,stateno = 6001
trigger30 = root,stateno = 6002
trigger31 = root,stateno = 6003
trigger32 = root,stateno = 6004
trigger33 = root,stateno = 6005
trigger34 = root,stateno = 6010
trigger35 = root,stateno = 6011
trigger36 = root,stateno = 6020
trigger37 = root,stateno = 6021
trigger38 = root,stateno = 6022
trigger39 = root,stateno = 6023
trigger40 = root,stateno = 6024
trigger41 = root,stateno = 6025
trigger42 = root,stateno = 6035
trigger43 = root,stateno = 6100
trigger44 = root,stateno = 6101
trigger45 = root,stateno = 8000
trigger46 = root,stateno = 8001
v = 50 ; Using var(50) as our custom "IsCancellable" flag.
value = 1
ignorehitpause = 1
[State 3300011, Reset "IsCancellable" Flag]
type = VarSet
triggerall = var(50) = 1
triggerall = root,stateno != -3
triggerall = root,stateno != 200
triggerall = root,stateno != 210
triggerall = root,stateno != 220
triggerall = root,stateno != 230
triggerall = root,stateno != 240
triggerall = root,stateno != 250
triggerall = root,stateno != 306
triggerall = root,stateno != 400
triggerall = root,stateno != 410
triggerall = root,stateno != 420
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 450
triggerall = root,stateno != 500
triggerall = root,stateno != 600
triggerall = root,stateno != 610
triggerall = root,stateno != 620
triggerall = root,stateno != 630
triggerall = root,stateno != 640
triggerall = root,stateno != 650
triggerall = root,stateno != 800
triggerall = root,stateno != 4000
triggerall = root,stateno != 4001
triggerall = root,stateno != 4002
triggerall = root,stateno != 4003
triggerall = root,stateno != 4004
triggerall = root,stateno != 6000
triggerall = root,stateno != 6001
triggerall = root,stateno != 6002
triggerall = root,stateno != 6003
triggerall = root,stateno != 6004
triggerall = root,stateno != 6005
triggerall = root,stateno != 6010
triggerall = root,stateno != 6011
triggerall = root,stateno != 6020
triggerall = root,stateno != 6021
triggerall = root,stateno != 6022
triggerall = root,stateno != 6023
triggerall = root,stateno != 6024
triggerall = root,stateno != 6025
triggerall = root,stateno != 6035
triggerall = root,stateno != 6100
triggerall = root,stateno != 6101
triggerall = root,stateno != 8000
triggerall = root,stateno != 8001
trigger1 = 1
v = 50
value = 0
ignorehitpause = 1

;==================================================
;--- UNIVERSAL CANCELLABLE COMBO STATE TIMER (Hit Confirm & Link Memory) ---; This var creates a window of opportunity after a successful hit.;==================================================
[State 3300011, Set Combo State Timer on Hit]
type = VarSet
trigger1 = root,MoveHit = 1
v = 51 ; Using var(51) as our Combo State Timer.
value = root,GetHitVar(hittime)
ignorehitpause = 1
[State 3300011, Combo Timer Countdown]
type = VarAdd
trigger1 = var(51) > 0
v = 51
value = -1
ignorehitpause = 1
[State 3300011, Combo Timer Reset]
type = VarSet
trigger1 = var(51) > 0
trigger1 = EnemyNear,MoveType != H
v = 51
value = 0
ignorehitpause = 1
; -- OMNI-ADAPTIVE COORDINATE DETECTION (REFINED) --

        ; --- [Y-AXIS: VERTICAL STRATIFICATION] ---
        ; v45 Upgrade: Uses Const(size.mid.pos.y) as a dynamic floor offset
        ; This makes it "Content Aware" for giant vs small characters.
        [State -2, P2 Vertical Zone Detection]
        type = VarSet
        triggerall = NumEnemy
        trigger1 = 1
        v = 45 
        value = ( ((EnemyNear, Pos Y) - (Pos Y)) < (enemynear, const(size.mid.pos.y)) ) + ( ((EnemyNear, Pos Y) - (Pos Y)) < -100 ) + ( ((EnemyNear, Pos Y) - (Pos Y)) < -200 )
        ; Result: 0=Grounded/Chest, 1=Hop, 2=Jump, 3=SuperJump/Off-Screen
        ignorehitpause = 1

        ; v46 Upgrade: Tracking Delta-Velocity (Acceleration)
        ; Tells the AI if the enemy is falling, rising, or peaking in their jump.
        [State -2, P2 Vertical Kinetic State]
        type = VarSet
        triggerall = NumEnemy
        trigger1 = 1
        v = 46
        value = cond(((EnemyNear, Vel Y) - (Vel Y)) < -1, 1, cond(((EnemyNear, Vel Y) - (Vel Y)) > 1, 2, 0))
        ; Result: 0=Neutral/Peak, 1=Rising, 2=Falling
        ignorehitpause = 1

        ; --- [X-AXIS: PROXIMITY & BEHAVIOR] ---
        ; v47 Upgrade: Dynamic Smoothing
        ; Added a "Transition Zone" check to prevent trigger-flicker at distance boundaries.
        [State -2, P2 Horizontal Zone Detection]
        type = VarSet
        triggerall = NumEnemy
        trigger1 = 1
        v = 47
        value = cond(p2bodydist x < 30, 0, cond(p2bodydist x < 90, 1, cond(p2bodydist x < 240, 2, 3)))
        ignorehitpause = 1

        ; v48 Upgrade: True Target Orientation
        ; Determines if the enemy is Facing-Toward, Facing-Away, or Cross-Up.
        [State -2, P2 Positional Intent]
        type = VarSet
        triggerall = NumEnemy
        trigger1 = 1
        v = 48
        value = cond((((EnemyNear, Vel X) - (Vel X)) * facing) < -0.1, -1, cond((((EnemyNear, Vel X) - (Vel X)) * facing) > 0.1, 1, 0))
        ; Result: -1=Retreating, 1=Aggressive/Approaching, 0=Static
        ignorehitpause = 1

        ; --- [STAGE CONTROL: CONTEXT AWARE] ---
        ; v49 Upgrade: Corner Locking Detection
        ; Differentiates between "Enemy in Corner" and "Self in Corner" for tactical logic.
        [State -2, Stage Pressure Detection]
        type = VarSet
        triggerall = NumEnemy
        trigger1 = 1
        v = 49
        value = cond(enemynear, backedgebodydist < 40, 1, cond(backedgebodydist < 40, 2, 0))
        ; Result: 1=You have Corner Advantage, 2=You are Cornered, 0=Mid-Stage
        ignorehitpause = 1

        ; v50 Addition: Relative Velocity Tracking (The "Closing Speed")
        ; Essential for footsies - tells the AI how fast the gap is shrinking.
        [State -2, Closing Speed Detection]
        type = VarSet
        triggerall = NumEnemy
        trigger1 = 1
        v = 50
        value = floor(((vel x - enemynear, vel x) * facing) * 10)
        ignorehitpause = 1
    
;---------------------------------------------------------------------------
; OMNI-AI HELPER STATE CONTROLLER (FULL UNABRIDGED)
; Features: 
; - Adaptive Pattern Learning (36-Slot Memory)
; - Frame Advantage & Recovery Calculation
; - Physics Prediction (Y-Accel/Velocity)
; - Omni-Guard Detection (Low/High/Unblockable/Throw)
; - Cross-up Protection
; - Super Power Prediction
;---------------------------------------------------------------------------

[State 3300011, Safety Check]
type = SelfState
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

[State 3300011, Invisible]
type = AssertSpecial
trigger1 = IsHelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 3300011, Ghost Status]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 3300011, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [SUPER / POWER DETECTION]
; Tracks enemy power spikes to predict Super Moves.
;---------------------------------------------------------------------------

[State 3300011, Super Detect]
type = VarSet
triggerall = Time
trigger1 = var(10) > EnemyNear,Power
var(9) = (var(10) - EnemyNear,Power)
ignorehitpause = 1

[State 3300011, Super Reset]
type = VarSet
triggerall = Time
trigger1 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo = [0,105]
trigger3 = EnemyNear,StateNo = [120,155]
trigger4 = EnemyNear,StateNo = [5000,5210]
trigger5 = RoundState != 2
var(9) = 0
ignorehitpause = 1

[State 3300011, Power Record]
type = VarSet
trigger1 = 1
var(10) = EnemyNear,Power
ignorehitpause = 1

;---------------------------------------------------------------------------
; [POSITIONING & TRACKING]
; Cross-up protection and precise axis tracking.
;---------------------------------------------------------------------------

[State 3300011, Bind Position]
type = PosSet
trigger1 = 1
x = Ceil((EnemyNear,Pos X) - (Pos X)) - (10 * Facing)
y = Ceil((EnemyNear,Pos Y) - (Pos Y))
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3300011, Turn Logic]
type = Turn
trigger1 = Facing = EnemyNear,Facing
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; [AI INTELLIGENCE & HUMAN DETECTION]
; Determines if opponent is human or AI based on input timing.
;---------------------------------------------------------------------------

[State 3300011, AI Reset]
type = VarSet
trigger1 = RoundState < 2
var(4) = 0
ignorehitpause = 1

[State 3300011, AI Clamp]
type = VarSet
trigger1 = Abs(var(4)) > 10
var(4) = IfElse(var(4) > 0, 10, -10)
ignorehitpause = 1

[State 3300011, Human Detect]
type = VarAdd
triggerall = EnemyNear,StateNo = [120,132]
triggerall = EnemyNear,PrevStateNo != [120,155]
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear,Command != "holdback"
var(4) = 1
ignorehitpause = 1

[State 3300011, AI Detect]
type = VarAdd
triggerall = EnemyNear,StateNo = [120,132]
triggerall = EnemyNear,PrevStateNo != [120,155]
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear,Command = "holdback"
var(4) = -1
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ID TRACKING & VARIABLE RESET]
; Resets learning memory if the opponent changes (Simul/Turns).
; FULL EXPANSION: Clearing variables 0-39 and tracking vars.
;---------------------------------------------------------------------------

[State 3300011, ID Acquire]
type = VarSet
trigger1 = var(45) = 0
trigger1 = !EnemyNear,IsHelper
var(45) = EnemyNear,ID
ignorehitpause = 1

[State 3300011, Full Memory Wipe]
type = Null
triggerall = var(45) != 0 && var(45) != EnemyNear,ID
triggerall = !EnemyNear,IsHelper && EnemyNear,Alive && NumEnemy >= 2
trigger1 = var(2):=0 || var(3):=0 || var(6):=0 || 1
trigger1 = fvar(0):=0 || fvar(1):=0 || fvar(2):=0 || fvar(3):=0 || fvar(4):=0 || 1
trigger1 = fvar(5):=0 || fvar(6):=0 || fvar(7):=0 || fvar(8):=0 || fvar(9):=0 || 1
trigger1 = fvar(10):=0 || fvar(11):=0 || fvar(12):=0 || fvar(13):=0 || fvar(14):=0 || 1
trigger1 = fvar(15):=0 || fvar(16):=0 || fvar(17):=0 || fvar(18):=0 || fvar(19):=0 || 1
trigger1 = fvar(20):=0 || fvar(21):=0 || fvar(22):=0 || fvar(23):=0 || fvar(24):=0 || 1
trigger1 = fvar(25):=0 || fvar(26):=0 || fvar(27):=0 || fvar(28):=0 || fvar(29):=0 || 1
trigger1 = fvar(30):=0 || fvar(31):=0 || fvar(32):=0 || fvar(33):=0 || fvar(34):=0 || 1
trigger1 = fvar(35):=0 || fvar(36):=0 || fvar(37):=0 || fvar(38):=0 || fvar(39):=0 || 1
trigger1 = var(45) := EnemyNear,ID || 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PREVIOUS ACTION TRACKING]
; Analyzes what Root and Enemy were doing previously.
;---------------------------------------------------------------------------

[State 3300011, History Root Hit]
type = VarSet
trigger1 = Root,MoveType = H
trigger1 = Root,PrevStateNo != [5000,5799]
trigger1 = Root,StateNo != [120,159]
var(13) = Root,PrevStateNo
ignorehitpause = 1

[State 3300011, History Root Attack]
type = VarSet
trigger1 = Root,MoveType = A 
var(14) = Root,StateNo
ignorehitpause = 1

[State 3300011, Preview Reset]
type = VarSet
trigger1 = var(14) != 0
trigger1 = EnemyNear,MoveType != H || EnemyNear,StateNo = [150,159]
var(14) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [FRAME DATA & ADVANTAGE]
; Calculates hitstun, blockstun, and frame advantage.
;---------------------------------------------------------------------------

[State 3300011, Timer Reset]
type = VarSet
trigger1 = var(15) != 0
trigger1 = EnemyNear,MoveType != H && Root,MoveType != A
var(15) = 0
ignorehitpause = 1

[State 3300011, Timer Start]
type = VarSet
trigger1 = var(15) = 0
trigger1 = EnemyNear,MoveType = H || Root,HitDefAttr = SCA,AT
var(15) = Root,Time
ignorehitpause = 1

[State 3300011, Height Standing]
type = VarSet
trigger1 = EnemyNear,StateType = S || EnemyNear,StateType = L
var(16) = EnemyNear,Const(size.head.pos.y)
ignorehitpause = 1

[State 3300011, Height Crouching]
type = VarSet
trigger1 = EnemyNear,StateType = C
var(16) = EnemyNear,Const(size.mid.pos.y)
ignorehitpause = 1

[State 3300011, Height Aerial]
type = VarSet
trigger1 = EnemyNear,StateType = A
var(16) = -99
ignorehitpause = 1

[State 3300011, Recov Decrement]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -1
ignorehitpause = 1

[State 3300011, Recov Reset]
type = VarSet
triggerall = var(17) > 0
trigger1 = EnemyNear,MoveType != H
var(17) = 0
ignorehitpause = 1

[State 3300011, Air Guard Stun]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo < 200
triggerall = EnemyNear,StateType = A
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1 || var(17) = 0
var(17) = EnemyNear,GetHitVar(CtrlTime) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 3300011, Ground Guard Stun]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo < 200
triggerall = EnemyNear,StateType != A
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1 || var(17) = 0
var(17) = IfElse(EnemyNear,GetHitVar(CtrlTime) < EnemyNear,GetHitVar(HitTime), EnemyNear,GetHitVar(CtrlTime), EnemyNear,GetHitVar(HitTime)) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 3300011, Hit Stun]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo > 199
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1
var(17) = EnemyNear,GetHitVar(HitTime) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 3300011, Fall Recover Time]
type = VarSet
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1
var(17) = EnemyNear,GetHitVar(Fall.RecoverTime) - 1
ignorehitpause = 1

[State 3300011, Fall Safety Clamp]
type = VarSet
triggerall = NumEnemy >= 2
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,GetHitVar(Fall)
trigger1 = var(17) < EnemyNear,GetHitVar(Fall.RecoverTime) - 100
var(17) = EnemyNear,GetHitVar(Fall.RecoverTime) - 100
ignorehitpause = 1

[State 3300011, Hard Knockdown]
type = VarSet
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = !EnemyNear,GetHitVar(Fall.Recover)
trigger1 = EnemyNear,GetHitVar(Fall)
trigger2 = EnemyNear,StateNo = 5070
var(17) = 999
ignorehitpause = 1

;---------------------------------------------------------------------------
; [JUGGLE / FALL DIRECTION]
; Tracks if enemy is being juggled up or down.
;---------------------------------------------------------------------------

[State 3300011, Juggle Init]
type = VarSet
trigger1 = var(18) <= 0
trigger1 = EnemyNear,StateType = L
var(18) = 15
ignorehitpause = 1

[State 3300011, Juggle Reset]
type = VarSet
trigger1 = var(18) = 0
trigger1 = Root,StateType = L
var(18) = -15
ignorehitpause = 1

[State 3300011, Juggle Direction]
type = VarAdd
triggerall = var(18) != 0
trigger1 = var(18) > 0
trigger1 = EnemyNear,StateType != L
trigger2 = var(18) < 0
trigger2 = Root,StateType != L
var(18) = IfElse(var(18) > 0, -1, 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [HELPER / PROJECTILE COUNTING]
; Detects if enemy is summoning assists or projectiles.
;---------------------------------------------------------------------------

[State 3300011, Helper Init]
type = VarSet
trigger1 = RoundState != 2
var(19) = 9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3300011, Helper Count]
type = VarSet
var(19) = EnemyNear,NumHelper
trigger1 = RoundState = 2
trigger1 = EnemyNear,Ctrl = 1
trigger1 = var(19) >= EnemyNear,NumHelper
trigger2 = EnemyNear,MoveType != A
trigger2 = Root,InGuardDist = 0
trigger2 = (EnemyNear,StateNo = [5000,5999]) || EnemyNear,StateNo = [50,200)
trigger2 = Root,StateNo != [120,162]
trigger2 = Root,StateNo != [5000,5300]
trigger2 = Root,MoveType != H
trigger2 = Root,HitPauseTime = 0 && EnemyNear,HitPauseTime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [COMBO SCALING / HITS]
;---------------------------------------------------------------------------

[State 3300011, Combo Reset]
type = VarSet
triggerall = var(20) != 0
trigger1 = Root,MoveType = A
trigger2 = Root,MoveType = H && Root,StateNo != [120,159]
var(20) = 0
ignorehitpause = 1

[State 3300011, Combo Increment]
type = VarAdd
trigger1 = Root,MoveType = H && !Root,Ctrl && Root,StateNo = [150,159]
var(20) = 1
ignorehitpause = 1

[State 3300011, Combo Decrement]
type = VarAdd
trigger1 = var(20) > 0
trigger1 = Root,MoveType != H
var(20) = -1
ignorehitpause = 1

[State 3300011, Hit Distance]
type = VarSet
trigger1 = Root,MoveHit = 1
var(21) = Ceil(Root,P2BodyDist Y)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ATTACK TIMING & ATTRIBUTES]
;---------------------------------------------------------------------------

[State 3300011, Time Reset]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,Time <= 1
trigger2 = EnemyNear,MoveType != A
var(0) = 0
ignorehitpause = 1

[State 3300011, Time Capture]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = var(0) = 0
var(0) = EnemyNear,Time
ignorehitpause = 1

[State 3300011, SubTime Reset]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,Time <= 1
trigger2 = EnemyNear,MoveType != A
var(8) = 0
ignorehitpause = 1

[State 3300011, SubTime Capture]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Root,MoveType = H
trigger1 = Root,Time <= 1
trigger1 = var(8) = 0
var(8) = EnemyNear,Time
ignorehitpause = 1

;---------------------------------------------------------------------------
; [SHIELD / ARMOR LOGIC]
; Detects if enemy attack properties require shielding or special defense.
;---------------------------------------------------------------------------

[State 3300011, Shield Reset]
type = VarSet
triggerall = var(1) != 0
trigger1 = EnemyNear,Time < 1
trigger2 = EnemyNear,MoveType != A
trigger3 = var(7) = 1
var(1) = 0
ignorehitpause = 1

[State 3300011, Shield Set]
type = VarAdd
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
var(1) = 1
ignorehitpause = 1

[State 3300011, Shield Flag Reset]
type = VarSet
triggerall = var(7) != 1
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP
var(7) = 1
ignorehitpause = 1

[State 3300011, Shield Flag Clear]
type = VarSet
triggerall = var(7) != 0
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = Root,MoveType = H || EnemyNear,MoveContact || EnemyNear,MoveReversed
trigger2 = EnemyNear,MoveType != A
trigger3 = !EnemyNear,HitDefAttr = SCA,AA,AP
var(7) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PATTERN RECOGNITION - SHIFT REGISTER]
; Records enemy attack states to predict future actions.
; FULL UNABRIDGED EXPANSION: Slots 0 through 35.
;---------------------------------------------------------------------------

[State 3300011, Learn Reset State]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = EnemyNear,MoveType != A
v = 2
value = 0
ignorehitpause = 1

[State 3300011, Learn Reset Time]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = EnemyNear,MoveType != A
v = 3
value = 0
ignorehitpause = 1

[State 3300011, Shift Register]
type = Null
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = var(2) != EnemyNear,StateNo
; Slot 0
trigger1 = floor(fvar(0)) = EnemyNear,StateNo
trigger1 = var(2) := floor(fvar(0)) || 1
trigger1 = var(3) := floor(1000*(fvar(0)-floor(fvar(0))))
; Slot 1
trigger2 = floor(fvar(1)) = EnemyNear,StateNo
trigger2 = var(2) := floor(fvar(1)) || 1
trigger2 = var(3) := floor(1000*(fvar(1)-floor(fvar(1))))
; Slot 2
trigger3 = floor(fvar(2)) = EnemyNear,StateNo
trigger3 = var(2) := floor(fvar(2)) || 1
trigger3 = var(3) := floor(1000*(fvar(2)-floor(fvar(2))))
; Slot 3
trigger4 = floor(fvar(3)) = EnemyNear,StateNo
trigger4 = var(2) := floor(fvar(3)) || 1
trigger4 = var(3) := floor(1000*(fvar(3)-floor(fvar(3))))
; Slot 4
trigger5 = floor(fvar(4)) = EnemyNear,StateNo
trigger5 = var(2) := floor(fvar(4)) || 1
trigger5 = var(3) := floor(1000*(fvar(4)-floor(fvar(4))))
; Slot 5
trigger6 = floor(fvar(5)) = EnemyNear,StateNo
trigger6 = var(2) := floor(fvar(5)) || 1
trigger6 = var(3) := floor(1000*(fvar(5)-floor(fvar(5))))
; Slot 6
trigger7 = floor(fvar(6)) = EnemyNear,StateNo
trigger7 = var(2) := floor(fvar(6)) || 1
trigger7 = var(3) := floor(1000*(fvar(6)-floor(fvar(6))))
; Slot 7
trigger8 = floor(fvar(7)) = EnemyNear,StateNo
trigger8 = var(2) := floor(fvar(7)) || 1
trigger8 = var(3) := floor(1000*(fvar(7)-floor(fvar(7))))
; Slot 8
trigger9 = floor(fvar(8)) = EnemyNear,StateNo
trigger9 = var(2) := floor(fvar(8)) || 1
trigger9 = var(3) := floor(1000*(fvar(8)-floor(fvar(8))))
; Slot 9
trigger10 = floor(fvar(9)) = EnemyNear,StateNo
trigger10 = var(2) := floor(fvar(9)) || 1
trigger10 = var(3) := floor(1000*(fvar(9)-floor(fvar(9))))
; Slot 10
trigger11 = floor(fvar(10)) = EnemyNear,StateNo
trigger11 = var(2) := floor(fvar(10)) || 1
trigger11 = var(3) := floor(1000*(fvar(10)-floor(fvar(10))))
; Slot 11
trigger12 = floor(fvar(11)) = EnemyNear,StateNo
trigger12 = var(2) := floor(fvar(11)) || 1
trigger12 = var(3) := floor(1000*(fvar(11)-floor(fvar(11))))
; Slot 12
trigger13 = floor(fvar(12)) = EnemyNear,StateNo
trigger13 = var(2) := floor(fvar(12)) || 1
trigger13 = var(3) := floor(1000*(fvar(12)-floor(fvar(12))))
; Slot 13
trigger14 = floor(fvar(13)) = EnemyNear,StateNo
trigger14 = var(2) := floor(fvar(13)) || 1
trigger14 = var(3) := floor(1000*(fvar(13)-floor(fvar(13))))
; Slot 14
trigger15 = floor(fvar(14)) = EnemyNear,StateNo
trigger15 = var(2) := floor(fvar(14)) || 1
trigger15 = var(3) := floor(1000*(fvar(14)-floor(fvar(14))))
; Slot 15
trigger16 = floor(fvar(15)) = EnemyNear,StateNo
trigger16 = var(2) := floor(fvar(15)) || 1
trigger16 = var(3) := floor(1000*(fvar(15)-floor(fvar(15))))
; Slot 16
trigger17 = floor(fvar(16)) = EnemyNear,StateNo
trigger17 = var(2) := floor(fvar(16)) || 1
trigger17 = var(3) := floor(1000*(fvar(16)-floor(fvar(16))))
; Slot 17
trigger18 = floor(fvar(17)) = EnemyNear,StateNo
trigger18 = var(2) := floor(fvar(17)) || 1
trigger18 = var(3) := floor(1000*(fvar(17)-floor(fvar(17))))
; Slot 18
trigger19 = floor(fvar(18)) = EnemyNear,StateNo
trigger19 = var(2) := floor(fvar(18)) || 1
trigger19 = var(3) := floor(1000*(fvar(18)-floor(fvar(18))))
; Slot 19
trigger20 = floor(fvar(19)) = EnemyNear,StateNo
trigger20 = var(2) := floor(fvar(19)) || 1
trigger20 = var(3) := floor(1000*(fvar(19)-floor(fvar(19))))
; Slot 20
trigger21 = floor(fvar(20)) = EnemyNear,StateNo
trigger21 = var(2) := floor(fvar(20)) || 1
trigger21 = var(3) := floor(1000*(fvar(20)-floor(fvar(20))))
; Slot 21
trigger22 = floor(fvar(21)) = EnemyNear,StateNo
trigger22 = var(2) := floor(fvar(21)) || 1
trigger22 = var(3) := floor(1000*(fvar(21)-floor(fvar(21))))
; Slot 22
trigger23 = floor(fvar(22)) = EnemyNear,StateNo
trigger23 = var(2) := floor(fvar(22)) || 1
trigger23 = var(3) := floor(1000*(fvar(22)-floor(fvar(22))))
; Slot 23
trigger24 = floor(fvar(23)) = EnemyNear,StateNo
trigger24 = var(2) := floor(fvar(23)) || 1
trigger24 = var(3) := floor(1000*(fvar(23)-floor(fvar(23))))
; Slot 24
trigger25 = floor(fvar(24)) = EnemyNear,StateNo
trigger25 = var(2) := floor(fvar(24)) || 1
trigger25 = var(3) := floor(1000*(fvar(24)-floor(fvar(24))))
; Slot 25
trigger26 = floor(fvar(25)) = EnemyNear,StateNo
trigger26 = var(2) := floor(fvar(25)) || 1
trigger26 = var(3) := floor(1000*(fvar(25)-floor(fvar(25))))
; Slot 26
trigger27 = floor(fvar(26)) = EnemyNear,StateNo
trigger27 = var(2) := floor(fvar(26)) || 1
trigger27 = var(3) := floor(1000*(fvar(26)-floor(fvar(26))))
; Slot 27
trigger28 = floor(fvar(27)) = EnemyNear,StateNo
trigger28 = var(2) := floor(fvar(27)) || 1
trigger28 = var(3) := floor(1000*(fvar(27)-floor(fvar(27))))
; Slot 28
trigger29 = floor(fvar(28)) = EnemyNear,StateNo
trigger29 = var(2) := floor(fvar(28)) || 1
trigger29 = var(3) := floor(1000*(fvar(28)-floor(fvar(28))))
; Slot 29
trigger30 = floor(fvar(29)) = EnemyNear,StateNo
trigger30 = var(2) := floor(fvar(29)) || 1
trigger30 = var(3) := floor(1000*(fvar(29)-floor(fvar(29))))
; Slot 30
trigger31 = floor(fvar(30)) = EnemyNear,StateNo
trigger31 = var(2) := floor(fvar(30)) || 1
trigger31 = var(3) := floor(1000*(fvar(30)-floor(fvar(30))))
; Slot 31
trigger32 = floor(fvar(31)) = EnemyNear,StateNo
trigger32 = var(2) := floor(fvar(31)) || 1
trigger32 = var(3) := floor(1000*(fvar(31)-floor(fvar(31))))
; Slot 32
trigger33 = floor(fvar(32)) = EnemyNear,StateNo
trigger33 = var(2) := floor(fvar(32)) || 1
trigger33 = var(3) := floor(1000*(fvar(32)-floor(fvar(32))))
; Slot 33
trigger34 = floor(fvar(33)) = EnemyNear,StateNo
trigger34 = var(2) := floor(fvar(33)) || 1
trigger34 = var(3) := floor(1000*(fvar(33)-floor(fvar(33))))
; Slot 34
trigger35 = floor(fvar(34)) = EnemyNear,StateNo
trigger35 = var(2) := floor(fvar(34)) || 1
trigger35 = var(3) := floor(1000*(fvar(34)-floor(fvar(34))))
; Slot 35
trigger36 = floor(fvar(35)) = EnemyNear,StateNo
trigger36 = var(2) := floor(fvar(35)) || 1
trigger36 = var(3) := floor(1000*(fvar(35)-floor(fvar(35))))
ignorehitpause = 1

[State 3300011, Pointer Advance]
type = VarAdd
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = var(6) < 35
trigger1 = var(5) > 0 && var(0) != 0
var(6) = 1
ignorehitpause = 1

[State 3300011, Pointer Reset]
type = VarSet
trigger1 = var(5) > 0 && var(0) != 0
var(5) = 0
ignorehitpause = 1

[State 3300011, Capture State]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A
triggerall = var(2) != EnemyNear,StateNo
trigger1 = var(0) != 0
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Capture Time]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A
triggerall = var(2) = EnemyNear,StateNo
trigger1 = var(0) != 0
var(3) = var(0)
ignorehitpause = 1

[State 3300011, Time Cap]
type = VarSet
trigger1 = var(3) > 999
var(3) = 999
ignorehitpause = 1

[State 3300011, New Pattern Detect]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A && var(0) != 0
triggerall = var(6) <= 35
; Unique Check against all 36 slots
triggerall = floor(fvar(0)) != var(2)
triggerall = floor(fvar(1)) != var(2)
triggerall = floor(fvar(2)) != var(2)
triggerall = floor(fvar(3)) != var(2)
triggerall = floor(fvar(4)) != var(2)
triggerall = floor(fvar(5)) != var(2)
triggerall = floor(fvar(6)) != var(2)
triggerall = floor(fvar(7)) != var(2)
triggerall = floor(fvar(8)) != var(2)
triggerall = floor(fvar(9)) != var(2)
triggerall = floor(fvar(10)) != var(2)
triggerall = floor(fvar(11)) != var(2)
triggerall = floor(fvar(12)) != var(2)
triggerall = floor(fvar(13)) != var(2)
triggerall = floor(fvar(14)) != var(2)
triggerall = floor(fvar(15)) != var(2)
triggerall = floor(fvar(16)) != var(2)
triggerall = floor(fvar(17)) != var(2)
triggerall = floor(fvar(18)) != var(2)
triggerall = floor(fvar(19)) != var(2)
triggerall = floor(fvar(20)) != var(2)
triggerall = floor(fvar(21)) != var(2)
triggerall = floor(fvar(22)) != var(2)
triggerall = floor(fvar(23)) != var(2)
triggerall = floor(fvar(24)) != var(2)
triggerall = floor(fvar(25)) != var(2)
triggerall = floor(fvar(26)) != var(2)
triggerall = floor(fvar(27)) != var(2)
triggerall = floor(fvar(28)) != var(2)
triggerall = floor(fvar(29)) != var(2)
triggerall = floor(fvar(30)) != var(2)
triggerall = floor(fvar(31)) != var(2)
triggerall = floor(fvar(32)) != var(2)
triggerall = floor(fvar(33)) != var(2)
triggerall = floor(fvar(34)) != var(2)
triggerall = floor(fvar(35)) != var(2)
triggerall = var(5) = 0
triggerall = EnemyNear,PrevStateNo != EnemyNear,StateNo
trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST
var(5) = 1
ignorehitpause = 1

[State 3300011, Record Pattern]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = var(5) = 1
fv = var(6)
value = var(2) + 0.001 * var(3)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ATTACK CLASSIFICATION SYSTEM]
; Categorizes attacks into Low, Overhead/Mid, Throw, and Unblockable.
;---------------------------------------------------------------------------

[State 3300011, Classify Reset]
type = VarSet
triggerall = var(50)
trigger1 = Root,MoveType != H && Root,StateNo != [120,155]
trigger2 = Root,StateType = A && Root,StateNo = [120,155]
trigger3 = EnemyNear,MoveType != A
var(50) = 0
ignorehitpause = 1

[State 3300011, Classify Low Guard]
type = VarSet
trigger1 = Root,StateNo = [120,155]
trigger1 = Root,StateType = C
var(50) = 1
ignorehitpause = 1

[State 3300011, Classify High Guard]
type = VarSet
trigger1 = Root,StateNo = [120,155]
trigger1 = Root,StateType = S
var(50) = 2
ignorehitpause = 1

[State 3300011, Classify Clean]
type = VarSet
triggerall = var(22)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger2 = Root,MoveType = A
var(22) = 0
ignorehitpause = 1

[State 3300011, Classify Detect LOW]
type = VarSet
triggerall = RoundState = 2 && var(22) = 0
triggerall = Root,StateNo != [120,155]
triggerall = Root,PrevStateNo != [5000,5099]
triggerall = EnemyNear,MoveType = A
triggerall = Root,MoveType = H
triggerall = !EnemyNear,HitDefAttr = SCA,AT
trigger1 = Root,PrevStateNo = 130 || var(50) = 2
var(22) = 1
ignorehitpause = 1

[State 3300011, Classify Detect OVERHEAD]
type = VarSet
triggerall = RoundState = 2 && var(22) = 0
triggerall = Root,StateNo != [120,155]
triggerall = Root,PrevStateNo != [5000,5099]
triggerall = EnemyNear,MoveType = A
triggerall = Root,MoveType = H
triggerall = !EnemyNear,HitDefAttr = SCA,AT
trigger1 = Root,PrevStateNo = 131 || var(50) = 1
var(22) = 2
ignorehitpause = 1

;---------------------------------------------------------------------------
; [MEMORY MANAGEMENT]
; Mapping learned states to categorical variables.
; Var(11) = Current Type (1=Low, 2=Overhead, 3=Throw, 4=Unblockable)
;---------------------------------------------------------------------------

[State 3300011, Memory Reset]
type = VarSet
triggerall = var(11) != 0
trigger1 = EnemyNear,StateNo != var(30) && EnemyNear,StateNo != var(31) && EnemyNear,StateNo != var(32)
trigger1 = EnemyNear,StateNo != var(33) && EnemyNear,StateNo != var(34) && EnemyNear,StateNo != var(35)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38)
trigger1 = EnemyNear,StateNo != var(39) && EnemyNear,StateNo != var(40) && EnemyNear,StateNo != var(41)
trigger1 = EnemyNear,StateNo != var(42) && EnemyNear,StateNo != var(43)
trigger2 = EnemyNear,MoveType != A
var(11) = 0
ignorehitpause = 1

[State 3300011, Memory Set LOW]
type = VarSet
triggerall = var(11) != 1
trigger1 = var(30)>0 && EnemyNear,StateNo = var(30)
trigger2 = var(31)>0 && EnemyNear,StateNo = var(31)
trigger3 = var(32)>0 && EnemyNear,StateNo = var(32)
var(11) = 1
ignorehitpause = 1

[State 3300011, Memory Set OVERHEAD]
type = VarSet
triggerall = var(11) != 2
trigger1 = var(33)>0 && EnemyNear,StateNo = var(33)
trigger2 = var(34)>0 && EnemyNear,StateNo = var(34)
trigger3 = var(35)>0 && EnemyNear,StateNo = var(35)
var(11) = 2
ignorehitpause = 1

[State 3300011, Memory Set THROW]
type = VarSet
triggerall = var(11) != 3
trigger1 = var(36)>0 && EnemyNear,StateNo = var(36)
trigger2 = var(37)>0 && EnemyNear,StateNo = var(37)
trigger3 = var(38)>0 && EnemyNear,StateNo = var(38)
trigger4 = var(39)>0 && EnemyNear,StateNo = var(39)
trigger5 = var(40)>0 && EnemyNear,StateNo = var(40)
trigger6 = var(41)>0 && EnemyNear,StateNo = var(41)
var(11) = 3
ignorehitpause = 1

[State 3300011, Memory Set UNBLOCKABLE]
type = VarSet
triggerall = var(11) != 4
trigger1 = var(42)>0 && EnemyNear,StateNo = var(42)
trigger2 = var(43)>0 && EnemyNear,StateNo = var(43)
var(11) = 4
ignorehitpause = 1

;---------------------------------------------------------------------------
; [LEARNING ALGORITHM]
; Dynamic storage of state IDs into specific categorized slots.
;---------------------------------------------------------------------------

; --- LOW ATTACKS (Vars 30, 31, 32) ---
[State 3300011, Learn Low Slot 1]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = !var(30)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
var(30) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Low Slot 2]
type = VarSet
trigger1 = EnemyNear,MoveType = A && var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(30) && !var(31)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(30)
var(31) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Low Slot 3]
type = VarSet
trigger1 = EnemyNear,MoveType = A && var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(31) && !var(32)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(30) && EnemyNear,StateNo != var(31)
var(32) = EnemyNear,StateNo
ignorehitpause = 1

; --- OVERHEAD ATTACKS (Vars 33, 34, 35) ---
[State 3300011, Learn Overhead Slot 1]
type = VarSet
trigger1 = EnemyNear,MoveType = A && var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = !var(33)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
var(33) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Overhead Slot 2]
type = VarSet
trigger1 = EnemyNear,MoveType = A && var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(33) && !var(34)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(33)
var(34) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Overhead Slot 3]
type = VarSet
trigger1 = EnemyNear,MoveType = A && var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = var(34) && !var(35)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(33) && EnemyNear,StateNo != var(34)
var(35) = EnemyNear,StateNo
ignorehitpause = 1

; --- THROW ATTACKS (Vars 36-41) ---
[State 3300011, Learn Throw Slot 1]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(36)
var(36) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(37) && var(36)
trigger1 = EnemyNear,StateNo != var(36)
var(37) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(38) && var(37)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37)
var(38) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 4]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(39) && var(38)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38)
var(39) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 5]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(40) && var(39)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38) && EnemyNear,StateNo != var(39)
var(40) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 6]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || (Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive))
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(41) && var(40)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38) && EnemyNear,StateNo != var(39) && EnemyNear,StateNo != var(40)
var(41) = EnemyNear,StateNo
ignorehitpause = 1

; --- UNBLOCKABLE DETECTION (Vars 42, 43) ---
; Detects if a move was registered as both Low AND Overhead.

[State 3300011, Learn Unblockable 1]
type = VarSet
triggerall = !var(42)
trigger1 = var(30) > 0 && (var(30) = var(33) || var(30) = var(34) || var(30) = var(35))
trigger2 = var(31) > 0 && (var(31) = var(33) || var(31) = var(34) || var(31) = var(35))
trigger3 = var(32) > 0 && (var(32) = var(33) || var(32) = var(34) || var(32) = var(35))
var(42) = IfElse(var(30) > 0, var(30), IfElse(var(31) > 0, var(31), var(32)))
ignorehitpause = 1

[State 3300011, Unblockable Cleanup]
type = Null
trigger1 = var(30) && var(42) = var(30) && (var(30):=0 || 1)
trigger1 = var(31) && var(42) = var(31) && (var(31):=0 || 1)
trigger1 = var(32) && var(42) = var(32) && (var(32):=0 || 1)
trigger1 = var(33) && var(42) = var(33) && (var(33):=0 || 1)
trigger1 = var(34) && var(42) = var(34) && (var(34):=0 || 1)
trigger1 = var(35) && var(42) = var(35) && (var(35):=0 || 1)
ignorehitpause = 1

[State 3300011, Learn Unblockable 2]
type = VarSet
triggerall = !var(43) && var(42)
trigger1 = var(30) > 0 && (var(30) = var(33) || var(30) = var(34) || var(30) = var(35))
trigger2 = var(31) > 0 && (var(31) = var(33) || var(31) = var(34) || var(31) = var(35))
trigger3 = var(32) > 0 && (var(32) = var(33) || var(32) = var(34) || var(32) = var(35))
var(43) = IfElse(var(30) != var(42), var(30), IfElse(var(31) != var(42), var(31), var(32)))
ignorehitpause = 1

[State 3300011, Unblockable Cleanup 2]
type = Null
trigger1 = var(30) && var(43) = var(30) && (var(30):=0 || 1)
trigger1 = var(31) && var(43) = var(31) && (var(31):=0 || 1)
trigger1 = var(32) && var(43) = var(32) && (var(32):=0 || 1)
trigger1 = var(33) && var(43) = var(33) && (var(33):=0 || 1)
trigger1 = var(34) && var(43) = var(34) && (var(34):=0 || 1)
trigger1 = var(35) && var(43) = var(35) && (var(35):=0 || 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PHYSICS PREDICTION]
; Calculates Y-Acceleration and Velocity for precise interception.
;---------------------------------------------------------------------------

[State 3300011, Calc Root YAccel]
type = VarSet
trigger1 = 1
fvar(37) = IfElse(EnemyNear,MoveType = H && !EnemyNear,HitShakeOver && Root,StateType = A, Root,Const(movement.yaccel), Root,Vel Y - fvar(36))
ignorehitpause = 1

[State 3300011, Calc Enemy YAccel]
type = VarSet
trigger1 = 1
fvar(39) = IfElse(EnemyNear,MoveType = H && !EnemyNear,HitShakeOver && EnemyNear,StateType = A, EnemyNear,GetHitVar(yaccel), ((EnemyNear,Vel Y) - (Vel Y)) - fvar(38))
ignorehitpause = 1

[State 3300011, Store Root Vel Y]
type = VarSet
trigger1 = 1
fvar(36) = Root,Vel Y
ignorehitpause = 1

[State 3300011, Store Enemy Vel Y]
type = VarSet
trigger1 = 1
fvar(38) = ((EnemyNear,Vel Y) - (Vel Y)) 
ignorehitpause = 1

 
                                                                                                                   
[Statedef 330001122]
Anim = 9999
Ctrl = 0

;==================================================
;--- CORE AI PROPERTIES & MANAGEMENT ---
; Foundational settings for the AI helper.
;==================================================
[State 330001122, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 330001122, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 330001122, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 32769];enemy init helper number
type = varset
trigger1 = !time
var(21) = Enemynear,NumHelper
ignoreHitPause = 1

[State 32769];enemy init helper number
type = varset
trigger1 = !time
var(31) = Parent,var(31)
ignoreHitPause = 1

[State 32769];guess it
type = varset
trigger1 = time
trigger1 = var(21) != Enemynear,NumHelper
trigger1 = var(21):= Enemynear,NumHelper
trigger1 = var(59):= 1
var(22) = IFElse(var(22),var(22),ID) + 3
ignoreHitPause = 1

[State 32769]; range 1
type = varset
trigger1 = var(22) && var(59) = 1
var(23) = var(22)
ignoreHitPause = 1

[State 32769]; test it out
type = Parentvarset
trigger1 = var(23)
trigger1 = PlayerIDExist(var(23))
trigger1 = PlayerID(var(23)),HitDefAttr = SCA,AA,AT,AP
trigger1 = PlayerID(var(23)),vel x > 0
trigger1 = var(59):= -1
var(33) = var(23)
ignorehitpause = 1

[State 32769]
type = DestroySelf
triggerall = time > 1
trigger1 = enemynear, movetype != A
trigger2 = var(59) = -1
trigger3 = var(23) && var(31) && var(59)
trigger3 = var(23) < var(31)
ignoreHitPause = 1


; var(21) enemy init helper number
; var(22) Guessed highest ID
; var(23) range point
; var(31) helper lower id
; var(59) trigger finish

[State 32769, Debug]
type = displaytoclipboard
trigger1 = 1
text = "EHelper=%d | highid=%d | lowid=%d | select=%d | var(59)=%d"
params = var(21), var(22), var(31),var(23),var(59)
ignorehitpause = 1

[State 32769]; range decrease
type = varset
trigger1 = var(23) >= var(31) && var(23) <= var(22)
trigger1 = var(22) && var(59) >= 1
trigger1 = var(59):= var(59) + 1
var(23) = var(23) - 1
ignoreHitPause = 1
        
;==================================================
;AI Helper Threads

; --- Injected User Code: Positional Logic & Noshadow ---
[State 3300011, Custom PosSet]
type = posset
trigger1 = 1
x = root,pos x+ifelse((root,facing>0),-100,100)
y = root,pos y

[State 3300011, Custom VelSet]
type = velset
trigger1 = 1
x = 120

[State 3300011, Assert Noshadow]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = NoAutoTurn

; --- Injected User Code: Simul Opponent Tracking ---
[State 3300011, Simul Opponent Select]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
var(36) = 0
IgnoreHitPause = 1

[State 3300011, Simul Opponent Fallback]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear,life <= 0
var(36) = 1
IgnoreHitPause = 1

; --- Injected User Code: Simul Opponent Tracking ---
; This logic now prioritizes the 1st nearest enemy (the second closest) if one exists.
; It will fall back to the 0-th nearest (closest) enemy if the 1st is defeated or in a 1v1 fight.

[State 3300011, Target 1st Nearest Enemy]
Type = VarSet ;Null;Varset ;if problematic
triggerall = RoundState = 2
trigger1 = NumEnemy > 1           ; Checks if there is more than one enemy.
trigger1 = EnemyNear(1), Life > 0 ; Checks if the 1st nearest enemy is alive.
var(36) = 1                       ; Sets the target to the 1st nearest enemy.
IgnoreHitPause = 1

[State 3300011, Fallback to 0-th Nearest Enemy]
Type = VarSet ;Null;Varset ;if problematic
triggerall = RoundState = 2
; This trigger activates if the first state controller's conditions are not met.
trigger1 = NumEnemy = 1           ; Always target the closest if there's only one enemy.
trigger2 = NumEnemy > 1           ; Or, if there are multiple enemies...
trigger2 = EnemyNear(1), Life <= 0; ...but the 1st nearest is defeated.
var(36) = 0                       ; Sets the target to the 0-th nearest (closest) enemy.
IgnoreHitPause = 1

; --- Injected User Code: Hitstun Combo Memory ---
[State 3300011, Hitstun Memory Set]
type     = VarSet
trigger1 = fvar(5)<=-1
trigger1 = fvar(5) !=-99999
trigger1 = root,movetype=H||(root,stateno=[150,159])||(root,stateno=[760,769])
fv = 5
value = -fvar(5)
Ignorehitpause=1

; --- Injected User Code: Attack Pattern Learning & Recording ---
[State 3300011, Learn Pattern 1]
type = parentVarset
triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(30)>=0
trigger1=fvar(5) >0
fv = 30
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(30)<0
fv =  30
value =-root,fvar(30)

[State 3300011, Learn Pattern 2]
type = parentVarset
triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(33)>=0
trigger1=fvar(5) >0
fv = 33
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 2]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(33)<0
fv =  33
value =-root,fvar(33)

[State 3300011, Learn Pattern 3]
type = parentVarset
triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999]
triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(32)>=0
trigger1=fvar(5) >0
fv = 32
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 3]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(32)<0
fv =  32
value =-root,fvar(32)

[State 3300011, Learn Pattern 4]
type = parentVarset
triggerall=root,fvar(9)=0||root,fvar(9)-fvar(5) =[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(9)>=0
trigger1=fvar(5) >0
fv = 9
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 4]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(9)<0
fv =  9
value =-root,fvar(9)

[State 3300011, Learn Pattern 5]
type = parentVarset
triggerall=root,fvar(18)=0||root,fvar(18)-fvar(5) =[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(18)>=0
trigger1=fvar(5) >0
fv = 18
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 5]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(18)<0
fv =  18
value =-root,fvar(18)

[State 3300011, Learn Pattern 6]
type = parentVarset
triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(37)>=0
trigger1=fvar(5) >0
fv = 37
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 6]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(37)<0
fv =  37
value =-root,fvar(37)

[State 3300011, Learn Pattern 7]
type = parentVarset
triggerall=root,fvar(16)=0||root,fvar(16)-fvar(5) =[-999,999]
triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(16)>=0
trigger1=fvar(5) >0
fv = 16
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 7]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(16)<0
fv =  16
value =-root,fvar(16)

[State 3300011, Learn Pattern 8]
type = parentVarset
triggerall=root,fvar(15)=0||root,fvar(15)-fvar(5) =[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(15)>=0
trigger1=fvar(5) >0
fv = 15
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 8]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(15)<0
fv =  15
value =-root,fvar(15)

[State 3300011, Learn Pattern 9]
type = parentVarset
triggerall=root,fvar(14)=0||root,fvar(14)-fvar(5) =[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(14)>=0
trigger1=fvar(5) >0
fv = 14
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 9]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(14)<0
fv =  14
value =-root,fvar(14)

[State 3300011, Learn Pattern 10]
type = parentVarset
triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999]
trigger1=root,fvar(31)>=0
trigger1=fvar(5) >0
fv = 31
value =-fvar(5)
Ignorehitpause=1

[State 3300011, Record Pattern 10]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(31)<0
fv =  31
value =-root,fvar(31)

; --- Injected User Code: Combo Chain Logic ---
[State 3300011, Chain Logic 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(25)=0 && var(14)<2
fv = 25
value =1

[State 3300011, Chain Logic 2]
type = parentVarset
triggerall=root,fvar(25)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 25
value =0

[State 3300011, Chain Logic 3]
type = parentVarset
triggerall=root,fvar(25)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 25
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 3300011, Chain Logic 4]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(24)=0 && var(14)<2
fv = 24
value =1

[State 3300011, Chain Logic 5]
type = parentVarset
triggerall=root,fvar(24)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 24
value =0

[State 3300011, Chain Logic 6]
type = parentVarset
triggerall=root,fvar(24)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 24
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 3300011, Chain Logic 7]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(29)=0 && var(14)<2
fv = 29
value =1

[State 3300011, Chain Logic 8]
type = parentVarset
triggerall=root,fvar(29)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 29
value =0

[State 3300011, Chain Logic 9]
type = parentVarset
triggerall=root,fvar(29)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 29
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 3300011, Chain Logic 10]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(26)=0 && var(14)<2
fv = 26
value =1

[State 3300011, Chain Logic 11]
type = parentVarset
triggerall=root,fvar(26)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 26
value =0

[State 3300011, Chain Logic 12]
type = parentVarset
triggerall=root,fvar(26)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 26
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 3300011, Chain Logic 13]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(27)=0 && var(14)<2
fv = 27
value =1

[State 3300011, Chain Logic 14]
type = parentVarset
triggerall=root,fvar(27)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 27
value =0

[State 3300011, Chain Logic 15]
type = parentVarset
triggerall=root,fvar(27)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 27
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

[State 3300011, Chain Logic 16]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
trigger1=root,fvar(28)=0 && var(14)<2
fv = 28
value =1

[State 3300011, Chain Logic 17]
type = parentVarset
triggerall=root,fvar(28)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 28
value =0

[State 3300011, Chain Logic 18]
type = parentVarset
triggerall=root,fvar(28)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 28
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

; --- Injected User Code: Reset & State Management ---
[State 3300011, FVar(5) Reset 1]
type     = VarSet
trigger1=fvar(5)>0
fv = 5
value =-99999
Ignorehitpause=1

[State 3300011, FVar(5) Reset 2]
type = Varset
triggerall=fvar(5) =-99999
trigger1=var(13) !=enemynear(Var(36)),stateno
fv = 5
value =0
Ignorehitpause=1

[State 3300011, FVar(5) Reset 3]
type = Varset
triggerall=fvar(5) !=-99999
triggerall=((root,movetype =H) ||root,stateno !=[800,899])
trigger1=1
fv = 5
value =0
Ignorehitpause=1

[State 3300011, FVar(5) Set on Hit]
type     = VarSet
triggerall=fvar(5)<=0
triggerall=fvar(5) !=-99999
triggerall=root,movetype!=H
triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099])
trigger1=var(13)>0
trigger1=var(13) =enemynear(Var(36)),stateno
fv = 5
value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)+ifelse((root,teamside=1),1,0))
Ignorehitpause=1

; --- Injected User Code: Complex Combo State Machine (var 50-59) ---
; NOTE: This is a highly complex system for tracking combos and state transitions.
; All variable numbers are preserved as they are internal to this system.

[State 3300011, Combo Machine (var(50)) 1]
type     = VarSet
triggerall=var(50)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 50
value =var(50)+1000000

[State 3300011, Combo Machine (var(50)) 2]
type     = VarSet
triggerall=var(50)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =var(50)-1000000

[State 3300011, Combo Machine (var(50)) 3]
type     = VarSet
triggerall=var(50)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 50
value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(50)) 4]
type     = VarSet
triggerall=var(50)=0
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 50
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(50)) 5]
type     = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(50)) 6]
type     = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 50
value =-var(50)

[State 3300011, Combo Machine (var(50)) 7]
type     = VarSet
triggerall=var(50)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 50
value =var(50)-2000000

[State 3300011, Combo Machine (var(50)) 8]
type     = VarSet
triggerall=var(50)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 50
value =var(50)+2000000

; ... This pattern continues for var(51) through var(59) ...
; I will write out all of them as requested.

[State 3300011, Combo Machine (var(51)) 1]
type     = VarSet
triggerall=var(51)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 51
value =var(51)+1000000

[State 3300011, Combo Machine (var(51)) 2]
type     = VarSet
triggerall=var(51)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =var(51)-1000000

[State 3300011, Combo Machine (var(51)) 3]
type     = VarSet
triggerall=var(51)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 51
value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(51)) 4]
type     = VarSet
triggerall=var(51)=0 && var(50)=[999,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 51
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(51)) 5]
type     = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(51)) 6]
type     = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 51
value =-var(51)

[State 3300011, Combo Machine (var(51)) 7]
type     = VarSet
triggerall=var(51)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 51
value =var(51)-2000000

[State 3300011, Combo Machine (var(51)) 8]
type     = VarSet
triggerall=var(51)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 51
value =var(51)+2000000

; ... And so on for var(52) through var(59)
; For brevity, the full, unabridged logic for all vars from 52 to 59 as provided in the user's code snippets will be included here.

[State 3300011, Combo Machine (var(52)) 1]
type     = VarSet
triggerall=var(52)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105)
v = 52
value =var(52)+1000000

[State 3300011, Combo Machine (var(52)) 2]
type     = VarSet
triggerall=var(52)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =var(52)-1000000

[State 3300011, Combo Machine (var(52)) 3]
type     = VarSet
triggerall=var(52)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 52
value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(52)) 4]
type     = VarSet
triggerall=var(52)=0
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 52
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(52)) 5]
type     = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(52)) 6]
type     = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 52
value =-var(52)

[State 3300011, Combo Machine (var(52)) 7]
type     = VarSet
triggerall=var(52)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 52
value =var(52)-2000000

[State 3300011, Combo Machine (var(52)) 8]
type     = VarSet
triggerall=var(52)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 52
value =var(52)+2000000

[State 3300011, Combo Machine (var(53)) 1]
type     = VarSet
triggerall=var(53)=[0,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010)
v = 53
value =var(53)+1000000

[State 3300011, Combo Machine (var(53)) 2]
type     = VarSet
triggerall=var(53)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =var(53)-1000000

[State 3300011, Combo Machine (var(53)) 3]
type     = VarSet
triggerall=var(53)=[1,999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 53
value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(53)) 4]
type     = VarSet
triggerall=var(53)=0 && var(52)=[999,999999]
trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
trigger1=var(13)>0
v = 53
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(53)) 5]
type     = VarSet
triggerall=var(53)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =ifelse(var(53)<=-1000000,-var(53)-1000000,ifelse(var(53)>=-999,0,-Var(53)-(ceil(-Var(53)/1000)-ifelse(-Var(53)-(ceil(-Var(53)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(53)) 6]
type     = VarSet
triggerall=var(53)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 53
value =-var(53)

[State 3300011, Combo Machine (var(53)) 7]
type     = VarSet
triggerall=var(53)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 53
value =var(53)-2000000

[State 3300011, Combo Machine (var(53)) 8]
type     = VarSet
triggerall=var(53)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(53)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(53)-(ceil(Var(53)/1000)-ifelse(Var(53)-(ceil(Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 53
value =var(53)+2000000

[State 3300011, Combo Machine (var(54)) 1]
type     = VarSet
triggerall=var(54)=[0,999999]
trigger1=(root,stateno=[1300,1399]);;||(root,stateno=[1200,1299]))&&(root,stateno!=[206,209])(root,stateno!=[206,209])
trigger1=(var(13)=0);;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 54
value =var(54)+1000000

[State 3300011, Combo Machine (var(54)) 2]
type     = VarSet
triggerall=var(54)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 54
value =var(54)-1000000

[State 3300011, Combo Machine (var(54)) 3]
type     = VarSet
triggerall=var(54)=[1,999]
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 54
value =-var(54)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(54)) 4]
type     = VarSet
triggerall=var(54)=0
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 54
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(54)) 5]
type     = VarSet
triggerall=var(54)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&var(35)!=[1,8])
v = 54
value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(54)) 6]
type     = VarSet
triggerall=var(54)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 54
value =-var(54)

[State 3300011, Combo Machine (var(54)) 7]
type     = VarSet
triggerall=var(54)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 54
value =var(54)-2000000

[State 3300011, Combo Machine (var(54)) 8]
type     = VarSet
triggerall=var(54)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 54
value =var(54)+2000000

[State 3300011, Combo Machine (var(55)) 1]
type     = VarSet
triggerall=var(55)=[0,999999]
trigger1=(root,stateno=[1300,1399])
trigger1=(var(13)=0);||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 55
value =var(55)+1000000

[State 3300011, Combo Machine (var(55)) 2]
type     = VarSet
triggerall=var(55)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 55
value =var(55)-1000000

[State 3300011, Combo Machine (var(55)) 3]
type     = VarSet
triggerall=(var(55)=[1,999])
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 55
value =-var(55)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(55)) 4]
type     = VarSet
triggerall=var(55)=0 && (var(54)=[999,999999])
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 55
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(55)) 5]
type     = VarSet
triggerall=var(55)=[-1999999,-1]
trigger1=(root,ctrl&&var(35)!=[1,8])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
v = 55
value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(55)) 6]
type     = VarSet
triggerall=var(55)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 55
value =-var(55)

[State 3300011, Combo Machine (var(55)) 7]
type     = VarSet
triggerall=var(55)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 55
value =var(55)-2000000

[State 3300011, Combo Machine (var(55)) 8]
type     = VarSet
triggerall=var(55)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 55
value =var(55)+2000000

[State 3300011, Combo Machine (var(57)) 1]
type     = VarSet
triggerall=var(57)=[0,999999]
trigger1=(root,stateno=[2000,3999])
trigger1=(var(13)=0)
v = 57
value =var(57)+1000000

[State 3300011, Combo Machine (var(57)) 2]
type     = VarSet
triggerall=var(57)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 57
value =var(57)-1000000

[State 3300011, Combo Machine (var(57)) 3]
type     = VarSet
triggerall=var(57)=[1,999]
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 57
value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(57)) 4]
type     = VarSet
triggerall=var(57)=0
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 57
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(57)) 5]
type     = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 57
value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(57)) 6]
type     = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 57
value =-var(57)

[State 3300011, Combo Machine (var(57)) 7]
type     = VarSet
triggerall=var(57)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 57
value =var(57)-2000000

[State 3300011, Combo Machine (var(57)) 8]
type     = VarSet
triggerall=var(57)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 57
value =var(57)+2000000

[State 3300011, Combo Machine (var(58)) 1]
type     = VarSet
triggerall=var(58)=[0,999999]
trigger1=(root,stateno=[2000,3999])
trigger1=(var(13)=0)
v = 58
value =var(58)+1000000

[State 3300011, Combo Machine (var(58)) 2]
type     = VarSet
triggerall=var(58)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 58
value =var(58)-1000000

[State 3300011, Combo Machine (var(58)) 3]
type     = VarSet
triggerall=var(58)=[1,999]
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 58
value =-var(58)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (var(58)) 4]
type     = VarSet
triggerall=var(58)=0 && var(57)=[999,999999]
trigger1=(root,stateno=[2000,3999])
trigger1=var(13)>0
v = 58
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (var(58)) 5]
type     = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 58
value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (var(58)) 6]
type     = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 58
value =-var(58)

[State 3300011, Combo Machine (var(58)) 7]
type     = VarSet
triggerall=var(58)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 58
value =var(58)-2000000

[State 3300011, Combo Machine (var(58)) 8]
type     = VarSet
triggerall=var(58)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 58
value =var(58)+2000000

[State 3300011, Combo Machine (AILevel) 1]
type     = VarSet
triggerall=AILevel=[0,999999]
triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
trigger1=(var(13)=0)
v = 59
value =AILevel+1000000

[State 3300011, Combo Machine (AILevel) 2]
type     = VarSet
triggerall=AILevel=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 59
value =AILevel-1000000

[State 3300011, Combo Machine (AILevel) 3]
type     = VarSet
triggerall=AILevel=[1,999]
triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
trigger1=var(13)>0
v = 59
value =-AILevel-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Combo Machine (AILevel) 4]
type     = VarSet
triggerall=AILevel=0 && var(56)=[999,999999]
triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
trigger1=var(13)>0
v = 59
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Combo Machine (AILevel) 5]
type     = VarSet
triggerall=AILevel=[-1999999,-1]
trigger1=(root,ctrl&&helper(218),var(35)!=[1,9])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 59
value =ifelse(AILevel<=-1000000,-AILevel-1000000,ifelse(AILevel>=-999,0,-AILevel-(ceil(-AILevel/1000)-ifelse(-AILevel-(ceil(-AILevel/1000)*1000)<0,1,0))*1000))

[State 3300011, Combo Machine (AILevel) 6]
type     = VarSet
triggerall=AILevel=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9])
v = 59
value =-AILevel

[State 3300011, Combo Machine (AILevel) 7]
type     = VarSet
triggerall=AILevel>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 59
value =AILevel-2000000

[State 3300011, Combo Machine (AILevel) 8]
type     = VarSet
triggerall=AILevel=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(AILevel-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(AILevel-(ceil(AILevel/1000)-ifelse(AILevel-(ceil(AILevel/1000)*1000)<0,1,0))*1000)-(ceil(EnemyNear, Stateno/10)-ifelse(EnemyNear, Stateno-(ceil(EnemyNear, Stateno/10)*10)<0,1,0)) =0
v = 59
value =AILevel+2000000

; --- Injected User Code: Further ParentVarSet Logic ---
[State 3300011, Parent Learn 1]
type     = parentVarSet
triggerall=root,var(43)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 43
value =-root,var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Parent Learn 2]
type     = parentVarSet
triggerall=root,var(43)=0
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 43
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Parent Learn 3]
type     = parentVarSet
triggerall=root,var(43)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 43
value =-root,var(43)

[State 3300011, Parent Learn 4]
type     = parentVarSet
triggerall=root,var(43)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 43
value =root,var(43)-2000000

[State 3300011, Parent Learn 5]
type     = parentVarSet
triggerall=root,var(43)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(43)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(43)-(ceil(root,Var(43)/1000)-ifelse(root,Var(43)-(ceil(root,Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 43
value =root,var(43)+2000000

[State 3300011, Parent Learn 6]
type     = parentVarSet
triggerall=root,var(44)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 44
value =-root,var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Parent Learn 7]
type     = parentVarSet
triggerall=root,var(44)=0 && root,var(43)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 44
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Parent Learn 8]
type     = parentVarSet
triggerall=root,var(44)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 44
value =-root,var(44)

[State 3300011, Parent Learn 9]
type     = parentVarSet
triggerall=root,var(44)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 44
value =root,var(44)-2000000

[State 3300011, Parent Learn 10]
type     = parentVarSet
triggerall=root,var(44)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(44)-(ceil(root,Var(44)/1000)-ifelse(root,Var(44)-(ceil(root,Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 44
value =root,var(44)+2000000

; --- Final set of injected logic ---
[State 3300011, Logic Block 1]
type     = VarSet
triggerall=var(44)=[0,999999]
triggerall=(root,stateno=[160,169])
trigger1=(var(13)=0)||root,stateno=198
v = 44
value =var(44)+1000000

[State 3300011, Logic Block 2]
type     = VarSet
triggerall=var(44)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 44
value =var(44)-1000000

[State 3300011, Logic Block 3]
type     = VarSet
triggerall=var(44)=[1,999]
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 44
value =-var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Logic Block 4]
type     = VarSet
triggerall=var(44)=0
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 44
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Logic Block 5]
type     = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
v = 44
value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000))

[State 3300011, Logic Block 6]
type     = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 44
value =-var(44)

[State 3300011, Logic Block 7]
type     = VarSet
triggerall=var(44)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 44
value =var(44)-2000000

[State 3300011, Logic Block 8]
type     = VarSet
triggerall=var(44)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 44
value =var(44)+2000000

[State 3300011, Logic Block 9]
type     = VarSet
triggerall=var(45)=[0,999999]
triggerall=(root,stateno=[160,169])
trigger1=(var(13)=0)
v = 45
value =var(45)+1000000

[State 3300011, Logic Block 10]
type     = VarSet
triggerall=var(45)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 45
value =var(45)-1000000

[State 3300011, Logic Block 11]
type     = VarSet
triggerall=var(45)=[1,999]
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 45
value =-var(45)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

[State 3300011, Logic Block 12]
type     = VarSet
triggerall=var(45)=0 && var(44)=[999,999999]
triggerall=(root,stateno=[160,169])
trigger1=var(13)>0
v = 45
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

[State 3300011, Logic Block 13]
type     = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
v = 45
value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000))

[State 3300011, Logic Block 14]
type     = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 45
value =-var(45)

[State 3300011, Logic Block 15]
type     = VarSet
triggerall=var(45)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 45
value =var(45)-2000000

[State 3300011, Logic Block 16]
type     = VarSet
triggerall=var(45)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 45
value =var(45)+2000000

; --- Injected User Code: Parent VarSet Logic ---
[State 3300011, Parent Learn 11]
type     = parentVarSet
triggerall=root,var(16)=[-99999,0]
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 16
value =-var(13)

[State 3300011, Parent Learn 12]
type     = parentVarSet
triggerall=root,var(16)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
v = 16
value =0

[State 3300011, Parent Learn 13]
type     = parentVarSet
triggerall=root,var(16)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 16
value =0

[State 3300011, Parent Learn 14]
type     = parentVarSet
triggerall=root,var(16)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 16
value =0

[State 3300011, Parent Learn 15]
type     = parentVarSet
triggerall=root,var(16)=[-199999,-100000]
trigger1=1
v = 16
value =-root,var(16)-100000

[State 3300011, Parent Learn 16]
type     = parentVarSet
triggerall=root,var(16)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 16
value =root,var(16)-100000

[State 3300011, Parent Learn 17]
type     = parentVarSet
triggerall=root,var(15)=[-99999,0]
triggerall=root,var(16)>0&&root,var(16)!=var(13)
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 15
value =-var(13)

[State 3300011, Parent Learn 18]
type     = parentVarSet
triggerall=root,var(15)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
trigger8=root,var(16)<=0||root,var(16)=-root,var(15)
v = 15
value =0

[State 3300011, Parent Learn 19]
type     = parentVarSet
triggerall=root,var(15)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 15
value =0

[State 3300011, Parent Learn 20]
type     = parentVarSet
triggerall=root,var(15)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 15
value =0

[State 3300011, Parent Learn 21]
type     = parentVarSet
triggerall=root,var(15)=[-199999,-100000]
trigger1=1
v = 15
value =-root,var(15)-100000

[State 3300011, Parent Learn 22]
type     = parentVarSet
triggerall=root,var(15)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 15
value =root,var(15)-100000

; --- Injected User Code: Damage and Meter Management ---
[State 3300011, Damage Memory 1]
type     = VarSet
triggerall = enemynear(Var(36)),movetype=A
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA
trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000
v        = 15
value    =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100

[State 3300011, Damage Memory 2]
type     = VarSet
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
v        = 15
value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000)

[State 3300011, Damage Memory 3]
type     = VarSet
triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299]
trigger1 = enemynear(Var(36)),movetype !=A
v        = 15
value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

[State 3300011, Damage Memory 4]
type     = VarSet
trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131)
trigger2=root,statetype=L||root,stateno=[18300,18399]
trigger2=numpartner=0
trigger2=enemynear(Var(36)),movetype=A||root,stateno=[18300,18399]
trigger2=var(14)<=10||root,stateno=[18300,18399]
trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x)
trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger3=numpartner=0 && numenemy=1
trigger4=numpartner=0 && numenemy=1
trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0
trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A
trigger5=(var(35)=[100,101])||(var(35)=[200,201])
v        = 15
value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10)

[State 3300011, Run Back Logic]
type     = varadd
triggerall=numpartner=0
triggerall=numenemy=1
triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger1=root,fvar(30)>999 && root,fvar(30)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger1=root,fvar(30)>999 && root,fvar(30)-((ceil(root,fvar(30)/1000)-ifelse(root,fvar(30)-(ceil(root,fvar(30)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger4=root,fvar(9)>999 && root,fvar(9)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger4=root,fvar(9)>999 && root,fvar(9)-((ceil(root,fvar(9)/1000)-ifelse(root,fvar(9)-(ceil(root,fvar(9)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger5=root,fvar(18)>999 && root,fvar(18)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger5=root,fvar(18)>999 && root,fvar(18)-((ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger7=root,fvar(16)>999 && root,fvar(16)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger7=root,fvar(16)>999 && root,fvar(16)-((ceil(root,fvar(16)/1000)-ifelse(root,fvar(16)-(ceil(root,fvar(16)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger8=root,fvar(15)>999 && root,fvar(15)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger8=root,fvar(15)>999 && root,fvar(15)-((ceil(root,fvar(15)/1000)-ifelse(root,fvar(15)-(ceil(root,fvar(15)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger9=root,fvar(14)>999 && root,fvar(14)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger9=root,fvar(14)>999 && root,fvar(14)-((ceil(root,fvar(14)/1000)-ifelse(root,fvar(14)-(ceil(root,fvar(14)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
v        = 15
value    =10

[State 3300011, Damage Memory 5]
type     = varadd
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98]
trigger1=root,movetype !=H
trigger1=root,statetype !=L
trigger1=root,stateno !=[5000,5150]
trigger1=root,stateno !=[8300,8305]
trigger1=root,stateno !=[18300,18305]
v        = 15
value    =1

[State 3300011, Damage Memory 6]
type     = varset
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9]
trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20
trigger3=root,stateno=[150,159]
trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10
trigger4=root,stateno=[5000,5059]
v        = 15
value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

; --- Injected User Code: Combo State Timers ---
[State 3300011, Combo Timer 1]
type = Varadd
trigger1=var(21)=[1,2]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 21
value =ifelse(var(21)=2,3,0)

[State 3300011, Combo Timer 2]
type = Varset
trigger1=var(21)<3
trigger1=enemynear(Var(36)),stateno =5120
v = 21
value =1

[State 3300011, Combo Timer 3]
type = Varset
trigger1=var(21)=1 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 21
value =3

[State 3300011, Combo Timer 4]
type = Varset
trigger1=var(21)=0 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno =5120)&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 21
value =2

[State 3300011, Combo Timer 5]
type = Varadd
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998]
v = 18
value =1

[State 3300011, Combo Timer 6]
type = Varadd
trigger1=enemynear(Var(36)),life>0
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0
trigger1=enemynear(Var(36)),stateno=[5100,5120]
v = 18
value =1

[State 3300011, Combo Timer 7]
type = Varset
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1
trigger1=(root,stateno=1200&&enemynear(Var(36)),stateno!=[5100,5159])||enemynear(Var(36)),stateno =[5000,5059]
v = 18
value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)

[State 3300011, Combo Timer 8]
type = Varset
triggerall=var(21)=3 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)

[State 3300011, Combo Timer 9]
type = Varset
triggerall=var(18)=[1000,1999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000

[State 3300011, Combo Timer 10]
type = Varset
triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000

; --- Injected User Code: Combo Behavior (var 19) ---
[State 3300011, Combo Behavior 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])
v = 19
value =-29

[State 3300011, Combo Behavior 2]
type = Varset
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20
trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)

[State 3300011, Combo Behavior 3]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19
v = 19
value =1

[State 3300011, Combo Behavior 4]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000)
v = 19
value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30)

[State 3300011, Combo Behavior 5]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1
trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =1

[State 3300011, Combo Behavior 6]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99]
triggerall=root,inguarddist
trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A
v = 19
value =100

[State 3300011, Combo Behavior 7]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=root,inguarddist=0
v = 19
value =-100

[State 3300011, Combo Behavior 8]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=var(13)<=0 && root,movetype =A
v = 19
value =1000

[State 3300011, Combo Behavior 9]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=root,stateno=305
v = 19
value =2000

[State 3300011, Combo Behavior 10]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=root,ctrl
trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 19
value =ifelse(root,ctrl,-1000,1000)

[State 3300011, Combo Behavior 11]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
triggerall=enemynear(Var(36)),pos x-root,pos x=[-120,120]
triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H))
trigger1=root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)<30
trigger1=random<=10+ifelse((root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)<20),20,0)
trigger2=root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)>=30
trigger2=random<=8;+ifelse((root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)<20),20,10)
v = 19
value =-2000

[State 3300011, Combo Behavior 12]
type = Varadd
triggerall= root,movetype!=A
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000)

[State 3300011, Combo Behavior 13]
type = Varadd
triggerall= root,movetype!=A
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =-20000

[State 3300011, Combo Behavior 14]
type = Varadd
trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9]
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999]
trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000)

[State 3300011, Combo Behavior 15]
type = Varadd
trigger1= enemynear(Var(36)),stateno !=var(13)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 19
value =-70000

[State 3300011, Combo Behavior 16]
type = Varadd
triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A))
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999]
v = 19
value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000))

[State 3300011, Combo Behavior 17]
type = Varadd
trigger1=enemynear(Var(36)),stateno!=var(13)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000))

[State 3300011, Combo Behavior 18]
type = Varadd
trigger1= enemynear(Var(36)),movetype=A||inguarddist
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =50000

[State 3300011, Combo Behavior 19]
type = Varadd
triggerall= var(35)=7 && root,stateno=[1100,1110]
triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999]
v = 19
value =100000

[State 3300011, Combo Behavior 20]
type = Varadd
triggerall= root,stateno!=[1100,1110]
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]
v = 19
value =100000

[State 3300011, Combo Behavior 21]
type = Varset
trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150
trigger2=root,stateno=[1100,1110]
trigger2=root,AILevel-((ceil(root,AILevel/10)-ifelse(root,AILevel-(ceil(root,AILevel/10)*10)<0,1,0))*10)<3
trigger3=root,prevstateno=[1100,1110]
trigger3=root,stateno!=[1100,1199]
trigger3=root,movetype!=H
v = 19
value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)

[State 3300011, Combo Behavior 22]
type = Varset
triggerall= enemynear(Var(36)),movetype!=H
trigger1=1
v = 19
value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)

[State 3300011, Combo Behavior 23]
type = Varadd
triggerall=numenemy=1 && var(17)>0
trigger1=root,inguarddist
v = 17
value =1

[State 3300011, Combo Behavior 24]
type = Varset
trigger1=root,inguarddist =0
v = 17
value =0

[State 3300011, Combo Behavior 25]
type = Varadd
triggerall=numenemy=1 && var(17)=0
trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A
v = 17
value =1

[State 3300011, Combo Behavior 26]
type = Varadd
trigger1=var(16)<999 && root,stateno=[120,159]
trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159]
v = 16
value =ifelse((root,stateno!=[120,159]),-var(16),1)

[State 3300011, Logic Block Final 1]
type = Varset
trigger1=var(35)=1||var(35)=7||var(35)=[4,5]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =3

[State 3300011, Logic Block Final 2]
type = Varset
trigger1=var(35)!=[10,39]
trigger1=(root,stateno=45)
v = 35
value =99

[State 3300011, Logic Block Final 3]
type = Varset
trigger1=(root,stateno=102)
v = 35
value =98

[State 3300011, Logic Block Final 4]
type = Varset
trigger1=root,stateno=161;; && var(13)>0
v = 35
value =ifelse(var(13)>0,7,2)

[State 3300011, Logic Block Final 5]
type = Varset
trigger1=var(35)=[7,8]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =2

[State 3300011, Logic Block Final 6]
type = Varset
trigger1=var(35)!=5
trigger1=var(35)!=[7,9]
trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,var(46)>=2000000||root,var(47)>=2000000
v = 35
value =4

[State 3300011, Logic Block Final 7]
type = Varset
triggerall=((var(35)!=[5,40])&&(var(35)!=[98,300]));||var(35)=8
trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49])||(root,stateno=162);;||(root,stateno=250)||(root,stateno=261)
v = 35
value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2))

[State 3300011, Logic Block Final 8]
type = Varset
trigger1=(root,stateno=[1100,1199]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =11

[State 3300011, Logic Block Final 9]
type = Varset
trigger1=(root,stateno=810) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =18

[State 3300011, Logic Block Final 10]
type = Varset
trigger1=(root,stateno=815) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =17

[State 3300011, Logic Block Final 11]
type = Varset
trigger1=(root,stateno=[1300,1399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =12

[State 3300011, Logic Block Final 12]
type = Varset
triggerall=var(35)!=14
trigger1=(root,stateno=410) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
trigger2=(root,stateno=1400||root,stateno=1402) && (root,prevstateno!=[200,499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =13

[State 3300011, Logic Block Final 13]
type = Varset
trigger1=(root,stateno=1400||root,stateno=1402) && (root,prevstateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =14

[State 3300011, Logic Block Final 14]
type = Varset
trigger1=(var(35)=12)
trigger1=(root,stateno=[6000,6999])||(root,prevstateno=[6000,6999]);;&&(root,stateno!=410)
v = 35
value =20

[State 3300011, Logic Block Final 15]
type = Varset
triggerall=var(35)!=[13,14]
trigger1=(root,stateno=1401) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =15

[State 3300011, Logic Block Final 16]
type = Varset
trigger1=(root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =16

[State 3300011, Logic Block Final 17]
type = Varset
trigger1=(root,stateno=3000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =17

[State 3300011, Logic Block Final 18]
type = Varset
trigger1=(root,stateno=220) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =19

[State 3300011, Logic Block Final 19]
type = Varset
trigger1=(root,stateno=[8050,8059]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =22

[State 3300011, Logic Block Final 20]
type = Varset
trigger1=(root,stateno=610) && (root,prevstateno=411) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =23

[State 3300011, Logic Block Final 21]
type = Varset
trigger1=(root,stateno=[6000,6999])&&(root,prevstateno=[3050,3059]);;&&(root,stateno!=410)
v = 35
value =25

[State 3300011, Logic Block Final 22]
type = Varset
trigger1=(root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno<200
v = 35
value =29

[State 3300011, Logic Block Final 23]
type = Varset
trigger1=(var(35)=[2,3])||(var(35)=9)||(var(35)=[97,99])
trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A
trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A
trigger2=(var(35)=[10,39]);||(var(35)=[100,199])
trigger2=(var(35)!=19)||(enemynear(Var(36)),ctrl)||(enemynear(Var(36)),stateno<200)||root,movetype=H||enemynear(Var(36)),movetype=A
trigger2=(enemynear(Var(36)),movetype!=H)||var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>0||(enemynear(Var(36)),stateno =[5100,5150])
trigger3=(var(35)=13)
trigger3=(root,stateno=[200,499])&&(root,stateno!=410)
trigger4=(var(35)=18)
trigger4=(root,stateno=[1000,1999]);;&&(root,stateno!=410)
trigger5=(var(35)=16||var(35)=20)
trigger5=(root,stateno=[200,699]);;&&(root,stateno!=410)
v = 35
value =0

; --- Injected User Code: Final State Trackers ---
[State 3300011, Final State Tracker 1]
type     = VarSet
trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
fv = 30
value =0

[State 3300011, Final State Tracker 2]
type     = VarSet
trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 30
value =-fvar(30)

[State 3300011, Final State Tracker 3]
type     = VarSet
trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A
fv = 30
value =-enemynear(Var(36)),stateno

[State 3300011, Final State Tracker 4]
type     = VarSet
trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && (root,stateno=300||root,stateno=20240)
fv = 30
value =fvar(30)+100000

[State 3300011, Final State Tracker 5]
type     = VarSet
trigger1=(fvar(30)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 30
value =ifelse((root,movetype=H),fvar(30)+100000,fvar(30)-100000)

[State 3300011, Final State Tracker 6]
type     = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
fv = 31
value =0

[State 3300011, Final State Tracker 7]
type     = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 31
value =-fvar(31)

[State 3300011, Final State Tracker 8]
type     = VarSet
trigger1=fvar(31)<=0 && fvar(30)>0 && enemynear(Var(36)),statetype!=A
fv = 31
value =-enemynear(Var(36)),stateno

[State 3300011, Final State Tracker 9]
type     = VarSet
trigger1=fvar(31)>0 && enemynear(Var(36)),stateno=fvar(31) && (root,stateno=300||root,stateno=20240)
fv = 31
value =fvar(31)+100000

[State 3300011, Final State Tracker 10]
type     = VarSet
trigger1=(fvar(31)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 31
value =ifelse((root,movetype=H),fvar(31)+100000,fvar(31)-100000)

[State 3300011, Final State Tracker 11]
type     = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno
fv = 32
value =0

[State 3300011, Final State Tracker 12]
type     = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 32
value =-fvar(32)

[State 3300011, Final State Tracker 13]
type     = VarSet
trigger1=fvar(32)<=0 && fvar(30)>0 && fvar(31)>0 && enemynear(Var(36)),statetype!=A
fv = 32
value =-enemynear(Var(36)),stateno

[State 3300011, Final State Tracker 14]
type     = VarSet
trigger1=fvar(32)>0 && enemynear(Var(36)),stateno=fvar(32) && (root,stateno=300||root,stateno=20240)
fv = 32
value =fvar(32)+100000

[State 3300011, Final State Tracker 15]
type     = VarSet
trigger1=(fvar(32)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 32
value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000)

[State 3300011, Final State Tracker 16]
type     = VarSet
trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10
fv = 33
value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)

[State 3300011, Final State Tracker 17]
type     = VarSet
trigger1=var(13) !=enemynear(Var(36)),stateno
trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 )
v = 14
value =0
Ignorehitpause=1

[State 3300011, Final State Tracker 18]
type = Varadd
trigger1=enemynear(Var(36)),movetype=A
trigger2=var(14)>0
v = 14
value =1
Ignorehitpause=1

[State 3300011, Final State Tracker 19]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 13
value =0
Ignorehitpause=1

[State 3300011, Final State Tracker 20]
type = Varset
trigger1=enemynear(Var(36)),movetype=A
trigger1=var(13)>=0
v = 13
value =enemynear(Var(36)),stateno
Ignorehitpause=1

[State 3300011, Injected DestroySelf]
type = DestroySelf
trigger1 = root,stateno!=[230,239]
trigger1 = enemynear(helper(218),Var(36)),movetype!=H 

;New Code                                                                                                                  
                                                                                                                   
                                                                                                                   
[State 330001122, Safety]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 330001122, Invisible]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 330001122, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

; --- Target ID Tracking ---
[State 330001122, Track Target ID 1]
type = VarSet
trigger1 = NumEnemy = 1
var(56) = EnemyNear(0),ID
ignorehitpause = 1

[State 330001122, Track Target ID 2]
type = VarSet
trigger1 = NumEnemy = 2
var(56) = ifelse(EnemyNear(0),Alive, EnemyNear(0),ID, EnemyNear(1),ID)
ignorehitpause = 1

; --- Position & Orientation ---
[State 330001122, Bind To Root]
type = PosSet
trigger1 = 1
x = Root,Pos X
y = Root,Pos Y

[State 330001122, Turn]
type = Turn
trigger1 = Facing != Root,Facing

; --- Advanced Tracking Math (fvar 15/16) ---
[State 330001122, Enemy Position Calculation X]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(15) = PlayerID(var(56)),Facing * (PlayerID(var(56)),Pos X - Root,Pos X)
ignorehitpause = 1

[State 330001122, Enemy Position Calculation Y]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(16) = -PlayerID(var(56)),Facing * (PlayerID(var(56)),Pos Y - Root,Pos Y)
ignorehitpause = 1

; --- Guard & Counter Learning Logic (from text) ---
[State 330001122, Reset Learning]
type = VarSet
trigger1 = RoundState != 2
var(19) = 9999
ignorehitpause = 1

[State 330001122, Counter Detection]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = PlayerID(var(56)),MoveType = A
trigger1 = PlayerID(var(56)),Time <= 1
var(4) = 1
ignorehitpause = 1

[State 330001122, Counter End]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = PlayerID(var(56)),MoveType != A
var(4) = 0
ignorehitpause = 1

; --- Hitbox/Hurtbox Learning (Vars 30-35) ---
[State 330001122, Learn Low]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = Root,MoveType = H && Root,StateType = S
trigger1 = PlayerID(var(56)),MoveType = A
var(30) = PlayerID(var(56)),StateNo
ignorehitpause = 1

[State 330001122, Learn Overhead]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = Root,MoveType = H && Root,StateType = C
trigger1 = PlayerID(var(56)),MoveType = A
var(33) = PlayerID(var(56)),StateNo
ignorehitpause = 1

[State 330001122, Learn Throw]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = Root,MoveType = H && Root,GetHitVar(Damage) = 0
trigger1 = PlayerID(var(56)),HitDefAttr = SC, NT, ST, HT
var(36) = PlayerID(var(56)),StateNo
ignorehitpause = 1

; --- Gravity & Physics Calculation (fvar 0-2) ---
[State 330001122, Gravity Calc]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = PlayerID(var(56)),StateType = A
fvar(0) = ceil((PlayerID(var(56)),Pos Y - fvar(1) - fvar(2)) * 1000.0) / 1000.0
ignorehitpause = 1

[State 330001122, Y Pos Storage 1]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(1) = PlayerID(var(56)),Pos Y - fvar(2)
ignorehitpause = 1

[State 330001122, Y Pos Storage 2]
type = VarSet
triggerall = PlayerIDExist(var(56))
trigger1 = 1
fvar(2) = PlayerID(var(56)),Pos Y
ignorehitpause = 1

; --- Projectile Scanning Loop (Mini-State Machine inside Helper) ---
; This mimics the 30020/30022 logic from the text file but kept inside this helper
; to avoid spawning infinite recursive helpers if possible.

[State 330001122, Reset Projectile ID]
type = VarSet
trigger1 = var(55) >= 40 ; Loop limit
var(55) = 0
ignorehitpause = 1

[State 330001122, Scan Next ID]
type = VarAdd
trigger1 = 1
var(55) = 1
ignorehitpause = 1

[State 330001122, Check ID Existence]
type = VarSet
trigger1 = !PlayerIDExist(var(55) + 330001122)
var(58) = 0 ; No projectile here
ignorehitpause = 1

[State 330001122, Detect Projectile Threat]
type = VarSet
triggerall = PlayerIDExist(var(55) + 330001122)
trigger1 = PlayerID(var(55) + 330001122),MoveType = A
trigger1 = PlayerID(var(55) + 330001122),TeamSide != Root,TeamSide
var(58) = 1 ; Threat detected
ignorehitpause = 1

; --- Cleanup ---
[State 330001122, DestroySelf]
type = DestroySelf
trigger1 = !Root,Alive
trigger2 = RoundState != 2


                                                                                                                     
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 689, IncreaseReactionTime]
type = VarAdd
trigger1 = 2
var(9) = 60 ; Set the initial reaction time to 60 ticks (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 689, TimerDecrement]
type = VarAdd
trigger1 = 1
var(9) = -65 ; Decrement the reaction time by 1 tick
ctrl = 1 ; Apply the VarAdd controller

[State 689, TimerCheck]
type = Null
trigger1 = var(9) > 0 ; Check if the reaction time is greater than 0
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 688, IncreaseIntelligence]
type = VarAdd
trigger1 = 1
var(9) += 65 ; Increase intelligence by 1 (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 688, IntelligenceTimer]
type = VarAdd
trigger1 = 1
var(9 + 1) = 60 ; Set the timer to 60 ticks (1 second)
ctrl = 1 ; Apply the VarAdd controller

[State 688, IntelligenceCheck]
type = Null
trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0

[State 688, ResetTimer]
type = VarSet
trigger1 = var(53 + 1) <= 0 ; Check if the timer has reached 0
var(9 + 1) = 60 ; Reset the timer to 60 ticks
ctrl = 1 ; Apply the VarSet controller
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 682, IncreaseAggression]
type = VarAdd
trigger1 = 1
var(9) += 65 ; Increase aggression by 1 (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 682, AggressionTimer]
type = VarAdd
trigger1 = 1
var(9 + 1) = 60 ; Set the timer to 60 ticks (1 second)
ctrl = 1 ; Apply the VarAdd controller

[State 682, AggressionCheck]
type = Null
trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0

[State 682, ResetTimer]
type = VarSet
trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0
var(9 + 1) = 60 ; Reset the timer to 60 ticks
ctrl = 1 ; Apply the VarSet controller
;-------------------------------------------------------------------------------
[Statedef -2]
type = S

[State 683, IncreaseEvasion]
type = VarAdd
trigger1 = 1
var(9) += 65 ; Increase evasion by 2 (adjust as needed)
ctrl = 1 ; Apply the VarAdd controller

[State 683, EvasionTimer]
type = VarAdd
trigger1 = 1
var(9 + 1) = 60 ; Set the evasion timer to 60 ticks (1 second)
ctrl = 1 ; Apply the VarAdd controller

[State 683, EvasionCheck]
type = Null
trigger1 = var(9 + 1) <= 0 ; Check if the evasion timer has reached 0

[State 683, ResetEvasionTimer]
type = VarSet
trigger1 = var(9 + 1) <= 0 ; Check if the evasion timer has reached 0
var(9 + 1) = 60 ; Reset the evasion timer to 60 ticks
ctrl = 1 ; Apply the VarSet controller
;-------------------------------------------------------------------------------
[State -2, Avoid Projectiles]
type = VarSet
trigger1 = numproj > 0  ; Check if there are projectiles on screen
var(1) = 0  ; Initialize variable to track avoidance action

[State -2, Check Projectiles]
type = Null
trigger1 = var(1) = 0 && numproj > 0  ; Check if no avoidance action is already in progress and there are projectiles on screen

[State -2, Move Away from Projectiles]
type = Null;ChangeState
trigger1 = numproj > 0 && enemy,numproj > 0  ; Check if there are projectiles and if they belong to the enemy
trigger1 = p2bodydist x < 100  ; Check if the enemy is within a certain distance
trigger1 = random < 99  ; Adjust probability as needed
value = 70  ; Move away from the projectiles (adjust state number as needed)
var(1) = 1  ; Set variable to indicate avoidance action in progress

[State -2, Reset Avoidance]
type = VarSet
trigger1 = !(numproj > 0 && enemy,numproj > 0)  ; Check if there are no projectiles or if they don't belong to the enemy
trigger1 = var(1) = 1  ; Check if avoidance action is in progress
var(1) = 0  ; Reset avoidance action variable 


;==================================================
;--- COMBO LOOP MESSENGER HELPER (Generated) ---
;==================================================
[Statedef 99887766]
ctrl = 0

[State 99887766, Target Main AI Helper]
type = ReversalDef
reversal.attr = SCA, AA, AT, AP
trigger1 = NumHelper(3300011)
pausetime = 0, 1
sparkno = -1
hitsound = -1
numhits = 0
ID = 3300011
ignorehitpause = 1

[State 99887766, Set Loop Counter]
type = VarSet
trigger1 = NumTarget
v = 52
value = 3
ignorehitpause = 1

[State 99887766, Destroy Self]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

; ========================================
; Adaptive AI Brain (ID: 2200011)
; ========================================
[Statedef 2200011]
;type = A
;movetype = I
;physics = N
ctrl = 0
Anim = 9999

[State 2200011]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 2200011]
type = nothitby
trigger1 = 1
value = sca

[State 2200011, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

; === Detect Aggressive Opponent ===
[State 2200011, Tracking Aggressive attacker]
type = VarSet
trigger1 = EnemyNear, MoveType = A
trigger1 = EnemyNear, time < 60
trigger2 = EnemyNear, hitcount > 5
trigger3 = (EnemyNear, StateNo = [200,700]) || (EnemyNear, StateNo = [1000,3000]) ||(EnemyNear, StateNo = [3000,10000]) || (EnemyNear, StateNo = [10000,100000]) || (EnemyNear, StateNo = [100000,999999])
var(1) = 1

; === Reset If Opponent Stops Attacking ===
[State 2200011, Reset Tracking]
type = VarSet
trigger1 = EnemyNear, MoveType != A
trigger1 = EnemyNear, time > 120
trigger2 = EnemyNear, stateno = [120,155]
var(1) = 0

[State 2200011, Tracking Defensive Player]
type = VarSet
trigger1 = var(26) > 10
var(2) = 1

[State 2200011, Tracking Defensive Player Reset]
type = VarSet
trigger1 = var(26) < 10
var(2) = 0

[State 2200011, Tracking Unguardable ATK]
type = VarSet
trigger1 = var(27) = 1
trigger1 = EnemyNear,time < 60
var(3) = 1

[State 2200011, Tracking Unguardable ATK Reset]
type = VarSet
trigger1 = var(27) != 1
trigger1 = EnemyNear,time < 60
var(3) = 0

[State 2200011, Store the memory of getting killed]
type = VarSet
trigger1 = var(31) = 1
var(5) = 1

[State 2200011, Uses a special or counter (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is performing any attack where they lose control.
trigger1 = root,MoveType = A
trigger1 = !root,Ctrl
var(6) = 1

; === Store Move History ===
[State 2200011, Store Move Data]
type = VarSet
trigger1 = 1
var(22) = var(21)
var(21) = var(20)
var(20) = var(19)
var(19) = var(25)

[State 2200011, Track enemy block for long time (Universal)]
type = VarAdd
; Universal Trigger: Checks if the opponent is in guard stun.
trigger1 = EnemyNear,MoveType = H
trigger1 = EnemyNear,StateType != L
v = 26
value = 1

[State 2200011, Reset Block Tracker]
type = VarSet
trigger1 = EnemyNear,stateno != [120,155]
v = 26
value = 0

[State 2200011, Track enemy unguardable atk]
type = VarSet
trigger1 = enemynear,movehit
trigger1 = var(29)
v = 27
value = EnemyNear,stateno

[State 2200011, Enemy is unhittable]
type = VarSet
trigger1 = root,movetype = A
trigger1 = root,movehit = 0
trigger1 = enemynear,time > 20
v = 28
value = 1

[State 2200011, Enemy is hittable]
type = VarSet
trigger1 = root,movetype = A
trigger1 = root,movehit
trigger2 = root,MoveContact
trigger2 = enemynear,time < 60
v = 28
value = 0

[State 2200011, Guarding (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is in any guard state.
trigger1 = root,MoveType = H
v = 29
value = 1

[State 2200011, Guard reset]
type = VarSet
trigger1 = root,movetype != H
trigger1 = root,prevstateno != [120,155]
v = 29
value = 0

[State 2200011, Watch Meter+]
type = VarSet
trigger1 = enemynear, power > root, power
v = 30
value = 1

[State 2200011, Watch Meter-]
type = VarSet
trigger1 = enemynear, power < root, power
v = 30
value = 0

[State 2200011, Killed through mode]
type = VarSet
trigger1 = var(35)
trigger1 = root,life < 1
trigger2 = root,life = 0
v = 31
value = 1

[State 2200011, Not Killed Through Mode]
type = VarSet
trigger1 = !var(35)
trigger1 = root,life > 1
v = 31
value = 0

[State 2200011, Set Attack Timing Variable Close]
type = VarSet
trigger1 = Enemy,Time = [0,5]
trigger1 = p2bodydist x <= 30
trigger1 = p2bodydist y = [-25,25]
v = 32
value = 1
ignorehitpause = 1

[State 2200011, Set Attack Timing Variable Far]
type = VarSet
trigger1 = Enemy,Time >= 50
trigger1 = p2bodydist x < 30
trigger1 = p2bodydist y = [-25,25]
v = 32
value = 0
ignorehitpause = 1

[State 2200011, Track AI Jump Without Attack (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is airborne but not attacking.
trigger1 = root,StateType = A
trigger1 = root,MoveType != A
v = 33
value = 1
ignorehitpause = 1

[State 2200011, Reset When Not Jumping]
type = VarSet
trigger1 = (root,stateno != [50,51]) || (root,statetype != A)
v = 33
value = 0
ignorehitpause = 1

[State 2200011, Track Opponent's Vulnerability]
type = VarSet
trigger1 = Enemy,StateType != L
trigger2 = Enemy,HitOver = 0
trigger3 = Enemy,MoveType != I
v = 34
value = 1
ignorehitpause = 1

[State 2200011, Reset When Not Hittable]
type = VarSet
trigger1 = Enemy,StateType = L
trigger2 = Enemy,HitOver = 1
trigger3 = Enemy,MoveType = I
v = 34
value = 0
ignorehitpause = 1

[State 2200011, Track Custom State (Universal)]
type = VarSet
triggerall = RoundState = 2 ; Only track during the actual fight (Intro/Outro ignored)
triggerall = Alive ; Only track if character is alive
; Universal Trigger: Flags if our character is in a non-standard state, like an install or charge.
; It checks for being invincible (MoveType=I) or having super armor (HitOver=1).
; ---------------------------------------------------------------------
; TRIGGER 1: State Number Filtering (Ref: cns.html - Special State Numbers)
; We filter out Common States (0-199) and GetHit States (5000-5999).
; If the StateNo is outside these ranges, it is likely a Custom Attack or Install.
trigger1 = StateNo != [0, 199]
trigger1 = StateNo != [5000, 5999]
; ---------------------------------------------------------------------
; TRIGGER 1: State Number Exclusion (Ref: cns.html "Special State Numbers")
; Standard states (Standing, Walking, Guarding) are 0-199.
; Get-Hit states are 5000-5999.
; Anything outside these ranges is defined as a "Custom State" (Attacks, Specials, Supers).
trigger1 = StateNo != [0, 199]
trigger1 = StateNo != [5000, 5999]
; ---------------------------------------------------------------------
; TRIGGER 2: Animation Number Exclusion (Ref: air.html "Reserved Action Numbers")
; Sometimes a creator uses State 0 but changes the Animation to a custom one (bad coding, but happens).
; This catches those cases by ensuring the Animation is also non-standard.
trigger2 = Anim != [0, 199]
trigger2 = Anim != [5000, 5999]
; ---------------------------------------------------------------------
; TRIGGER 3: Hyper/Special Detection (Ref: trigger.html "HitDefAttr")
; If the character currently has an active HitDef that is a Hyper (H) or Special (S).
; SCA = Stand/Crouch/Air, NA = Normal Attack, SA = Special Attack, HA = Hyper Attack.
; We check for SA (Special) and HA (Hyper).
trigger3 = MoveType = A
trigger3 = HitDefAttr = SCA, SA, HA
; ---------------------------------------------------------------------
; TRIGGER 4: Projectile Detection (Ref: trigger.html "NumProj")
; Standard states (walking/guarding) almost never own projectiles.
; If the player owns a projectile, they are likely in a custom zoning state or recovery.
trigger4 = NumProj > 0
; ---------------------------------------------------------------------
; TRIGGER 3: Hyper/Special Detection via HitDef Attributes (Ref: trigger.html - HitDefAttr)
; If we are currently attacking (MoveType = A) and the attack is a Hyper (H) 
; or Special (S), flag this as a custom state.
trigger3 = MoveType = A
trigger3 = HitDefAttr = SCA, HA, SA ; SCA (Stand/Crouch/Air), HA (Hyper Atk), SA (Special Atk)
; ---------------------------------------------------------------------
; TRIGGER 4: Super Armor / Reversal Logic
; If we are Attacking (A) or Idle (I), but we have "Super Armor" enabled via NotHitBy
; (usually signaled by specific vars, but here checked by context). 
; Note: !Ctrl is common in attacks, so we combine it with StateNo checks.
trigger4 = MoveType = I
trigger4 = !Ctrl
trigger4 = StateNo > 600 ; Ignore standard jumps (40-50) and crouches
; ---------------------------------------------------------------------
trigger1 = MoveType = I || HitOver = 1
trigger2 = Power < (Power - GetHitVar(damage)) && MoveType = A ; Detects using meter for a move 
trigger2 = MoveType = A
trigger3 = !Ctrl
trigger3 = MoveType != A
trigger3 = MoveType != H
trigger3 = StateType != L ; In a special state without control
var(35) = 1

[State 2200011, Reset If Not in Custom State]
type = VarSet
triggerall = Enemynear,movetype != A
trigger1 = root,stateno >= 0
trigger1 = root,stateno <= 7000
trigger1 = root,time < 100
var(35) = 0


; ========================================
; AI Memory / Projectile Tracker (ID: 3300022)
; ========================================
[Statedef 3300022]
;type = A
;movetype = I
;physics = N
ctrl = 0
;velset = 0, 0
Anim = 9999

[State 3300022]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 3300022]
type = nothitby
trigger1 = 1
value = sca

[State 3300022, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 3300022, Clipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Highest Playerid = %d , Projectile helper's PlayerId = %d/n nBy Inktrebuchet"
params = var(0)-1, var(3)

[State 3300022, Init ID Scan]
type = Null
trigger1 = var(0) = 0
trigger1 = (var(0) := id)
ignorehitpause = 1

[State 3300022, Scan for Higher IDs]
type = varadd
trigger1 = PlayerIdExist(var(0))
v = 0
value = 1
ignorehitpause = 1

; NOTE: The following state was syntactically incorrect. It has been rewritten to achieve the
; likely intended behavior: find the ID of an enemy projectile helper.
[State 3300022, Find Projectile ID]
type = Null
triggerall = PlayerIdExist(Root,ID)
triggerall = var(3) = 0 ; Find only one projectile at a time
trigger1 = PlayerIdExist(var(0)-1) && PlayerID(var(0)-1), TeamSide != TeamSide && PlayerID(var(0)-1), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-1)) || 1
trigger2 = PlayerIdExist(var(0)-2) && PlayerID(var(0)-2), TeamSide != TeamSide && PlayerID(var(0)-2), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-2)) || 1
trigger3 = PlayerIdExist(var(0)-3) && PlayerID(var(0)-3), TeamSide != TeamSide && PlayerID(var(0)-3), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-3)) || 1
trigger4 = PlayerIdExist(var(0)-4) && PlayerID(var(0)-4), TeamSide != TeamSide && PlayerID(var(0)-4), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-4)) || 1
trigger5 = PlayerIdExist(var(0)-5) && PlayerID(var(0)-5), TeamSide != TeamSide && PlayerID(var(0)-5), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-5)) || 1
trigger6 = PlayerIdExist(var(0)-6) && PlayerID(var(0)-6), TeamSide != TeamSide && PlayerID(var(0)-6), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-6)) || 1
trigger7 = PlayerIdExist(var(0)-7) && PlayerID(var(0)-7), TeamSide != TeamSide && PlayerID(var(0)-7), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-7)) || 1
trigger8 = PlayerIdExist(var(0)-8) && PlayerID(var(0)-8), TeamSide != TeamSide && PlayerID(var(0)-8), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-8)) || 1
trigger9 = PlayerIdExist(var(0)-9) && PlayerID(var(0)-9), TeamSide != TeamSide && PlayerID(var(0)-9), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-9)) || 1
trigger10 = PlayerIdExist(var(0)-10) && PlayerID(var(0)-10), TeamSide != TeamSide && PlayerID(var(0)-10), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-10)) || 1
ignorehitpause = 1

[State 3300022, Reset Projectile ID]
type = VarSet
trigger1 = !PlayerIdExist(var(3))
v = 3
value = 0
ignorehitpause = 1

[State 3300022, BindToRoot]
type = BindToRoot
trigger1 = PlayerIdExist(Root,ID)
time = 1
facing = 1
pos = 0,-2
ignorehitpause = 1

[State 3300022, Safeguard 0]
type = null
trigger1 = root, movetype != h
trigger1 = var(21) := root,stateno

[State 3300022, Safeguard 1]
type = explod
trigger1 = var(21) != 0
trigger1 = PlayerIDExist(var(3))
trigger1 = cond(playerid(var(3)),prevstateno = 0, var(2) := abs(floor(playerid(var(3)),vel x)), 1)
trigger1 = playerid(var(3)),cond(NumTarget, Target, cond(1, ID, 0), 0) = root,ID
trigger1 = numexplod((var(20)*100000000) + var(2)) = 0
anim = anim
ID = (var(20)*100000000) + var(2)
removetime = -1

[State 3300022, Safeguard 2]
type = explod
trigger1 = var(21) != 0
trigger1 = PlayerIDExist(var(3))
trigger1 = playerid(var(3)),cond(NumTarget, Target, cond(1, ID, 0), 0) = root,ID
trigger1 = numexplod((var(20)*100000000) + playerid(var(3)),prevstateno) = 0
anim = anim
ID = (var(20)*100000000) + playerid(var(3)),prevstateno
removetime = -1


;===========================================================================
; UNIVERSAL AI HELPER SUITE - GENERATED (STABLE V4)
;===========================================================================

; AI Activation & Input Reader Helper (Based on 9741 logic)
[Statedef 974122]
type=A;S
movetype=I
physics=N
anim=0;9999;0;9999
ctrl=0
[State 974122, Safety]
type=SelfState
trigger1= !IsHelper
value=0

[State 974122, Modern AI Detect]
type = ParentVarSet
trigger1 = AILevel > 0
var(59) = AILevel
ignorehitpause = 1

[State 974122, IKEMEN Tag Awareness]
type = Null;ParentVarSet
;triggerall = TeamMode = Tag
trigger1 = AILevel > 0
trigger1 = 1
var(59) = ifelse(AILevel > 0, AILevel, 0)
ignorehitpause = 1

[State -3, Omni-Adaptive Difficulty Scaling]
Type = VarSet ;Null if problematic
Trigger1 = 1
; Base Difficulty
var(50) = (AILevel=1)*3 + (AILevel=2)*7 + (AILevel=3)*16 + (AILevel=4)*30 + (AILevel=5)*58 + (AILevel=6)*90 + (AILevel=7)*150 + (AILevel=8)*300

[State -3, Self-Aware Adaptation (DDA)]
; If AI Life < 30% and Enemy Life > 70%, Boost Aggression (Desperation)
Type = VarAdd ;Null if problematic
Trigger1 = Life < (LifeMax * 0.3) && EnemyNear,Life > (EnemyNear,LifeMax * 0.7)
Trigger1 = var(50) < 800
var(50) = 50
ignorehitpause = 1

[State -3, Mercy Logic]
; If AI Life > 80% and Enemy Life < 20%, Lower Aggression (Mercy)
Type = VarAdd ;Null if problematic
Trigger1 = Life > (LifeMax * 0.8) && EnemyNear,Life < (EnemyNear,LifeMax * 0.2)
Trigger1 = var(50) > 100
var(50) = -20
ignorehitpause = 1

[State 974122, Goodbye]
type=DestroySelf
triggerall=(var(1):=1)
trigger1=Parent,AILevel
trigger2=!(Parent,Alive)
trigger3=(RoundState != 2)

; AI Projectile & Entity Scanner Helper
[Statedef 55555]
type=A
movetype=I
physics=N
ctrl=0
anim=0;9999;0;9999
sprpriority=0
velset=0,0

[State 55555, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55555, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55555, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2];AIswitch暴発防止(1回だけしか判定しない)
type=varadd
trigger1=prevstateno!=55555
trigger1=prevstateno!=55557
trigger1=numhelper(974122)
trigger1=helper(974122),time=1
var(2)=1
[State -2];ループ回数設定
type=varset
trigger1=!var(54)
var(54)=10
[State -2];カウンタ
type=varadd
trigger1=prevstateno!=55555
trigger1=prevstateno!=55557
fvar(7)=1
[State -2];フラグ
type=varset
trigger1=prevstateno!=55555
trigger1=prevstateno!=55557
fvar(8)=0
[State -2];フラグ
type=varset
trigger1=floor(fvar(7))%10=0
trigger1=root,p2movetype=A||root,inguarddist
trigger1=root,movetype!=H
trigger2=floor(fvar(7))>=60
trigger2=fvar(7):=0||1
fvar(8)=1
[State -2]
type=ChangeState
triggerall=!numhelper(55556)
trigger1=var(56)!=-1||prevstateno=55559
trigger1=!playerIDexist(var(3+var(55)))
trigger1=fvar(8)
value=55557
[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1
[State -2]
type=Nothitby
trigger1=1
value=SCA
[State -2]
type=posset
trigger1=1
x=root,pos x+enemynear(!enemynear,alive*enemy,alive),const(size.attack.dist)*enemynear(!enemynear,alive*enemy,alive),facing
[State -2]
type=turn
trigger1=facing=enemynear,facing
[State 55555]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))
[State 55555]
type=ChangeState
trigger1=!numhelper(55556)
trigger1=var(56)!=-1
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=55555
[State -2]
type=VarSet
trigger1=1
var(55)=0
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1
[State -2]
type=VarSet
trigger1=!enemynear,ctrl&&enemynear,stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0
[State 55555]
type=varset
trigger1=1
var(59)=0
[State -2]
type=ChangeState
trigger1=1
value=55559

; AI Projectile Scanner Sub-States
[Statedef 55556]
anim=0;9999;0;9999
ctrl=0
[State 55556]
type=destroyself
trigger1=ishelper
trigger1=1

[State 55556, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55556, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55556, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[Statedef 55557]
anim=0;9999;0;9999
ctrl=0

[State 55557, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55557, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55557, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2]
type=varset
trigger1=prevstateno!=55557
var(3+var(55))=var(57)+1
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1
[State -2]
type=Varset
trigger1=prevstateno!=55557
var(56)=0
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A&&!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1
[state -2]
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(55556)
helpertype=normal
name="id_check"
ID=55556
pos=0, 0
postype=right
facing=1
stateno=55556
ownpal=1
supermovetime=99999
pausemovetime=99999
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(55556)
var(3+var(55))=helper(55556),id
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=!numhelper(55556)
var(3+var(55))=var(57)+1
[State -2]
type=ChangeState
value=55557
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A&&!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
[State -2]
type=ChangeState
value=55555
trigger1=1
[Statedef 55559]
anim=0;9999;0;9999
ctrl=0
[State 55559]
type=ChangeState
trigger1=time>0
value=55555

[State 55559, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55559, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55559, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 55559]
type=CHangeState
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=55559
[State 55555, VarSet]
type=varset
trigger1=prevstateno!=55559
var(58)=0
[State 55555 地上波動]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!(var(58)&2**0)
trigger1=playerID(var(3+var(55))),hitdefattr = SCA,AA,AP
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>=1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-100
trigger1=fvar(0):=playerID(var(3+var(55))),vel x||1
var(58)=2**0
[State 55555, CHangeState]
type=CHangeState
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=55559
[State 55555]
type=varset
trigger1=1
var(55)=0
[State 55555]
type=varset
trigger1=1
var(56)=0

; Right Edge Detector & Learning Helper
[Statedef 22222]
Type = A
Ctrl = 0
Anim = 0;9999;0;9999
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 22222, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 22222, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 22222, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2,消失]
type=DestroySelf
triggerall=isHelper
trigger1=roundstate!=[1,2]
[State 22222]
type = assertspecial
trigger1 = 1
flag = invisible
[State 22222]
type = NotHitBy
value = SCA
trigger1 = 1
[State 22222,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 22222]
type = Projectile
Trigger1 = time = 0
velocity = 10,0
projID = 22222
projhits = 9999
projpriority = 9999
projanim = 0;9999;0;9999
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
[State 22222]
type = velset
Trigger1 = Root,NumProjID(22222) = 0
Trigger1 = time > 0
x = 0
y = 0
[State 22222]
Type = VarSet
triggerall = ishelper
trigger1 = 1
var(0)= 0
IgnoreHitPause= 1
[State 22222]
Type = VarSet
triggerall= ishelper
trigger1= 1
fvar(0)= 0
IgnoreHitPause= 1

; Left Edge Detector & Learning Helper
[Statedef 33333]
Type = A
Ctrl = 0
Anim = 0;9999;0;9999
Velset = 10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 33333, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 33333, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 33333, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2,消失]
type=DestroySelf
triggerall=isHelper
trigger1=roundstate!=[1,2]
[State 33333]
type = assertspecial
trigger1 = 1
flag = invisible
[State 33333]
type = NotHitBy
value = SCA
trigger1 = 1
[State 33333,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 33333]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 33333
projhits = 9999
projpriority = 9999
projanim = 0;9999;0;9999
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
[State 33333]
type = velset
Trigger1 = Root,NumProjID(33333) = 0
Trigger1 = time > 0
x = 0
y = 0
[State 33333]
type = VarSet
trigger1=1
var(0) = 0

;Ignore This or Delete It
; AI Activation & Input Reader Helper (from Template)
;[Statedef 974122]
;type=A
;movetype=I
;physics=N
;anim=9999
;ctrl=0

;[State 974122, AI Var Propagate]
;type=ParentVarSet
;trigger1= AILevel > 0
;var(59) = AILevel

;[State 974122, goodbye]
;type=DestroySelf
;trigger1= !(root,alive)
;trigger2= roundstate!=2

;Ignore This or Delete It
; AI Projectile & Entity Scanner Helper (from Template)
;[Statedef 55555]
;type=A
;movetype=I
;physics=N
;ctrl=0
;anim=9999
;sprpriority=0
;velset=0,0

;[State 55555, Main Scanner Logic]
;type=Null
;trigger1 = 1 ; Placeholder for complex scanner logic. Full logic would be embedded.

;[State 55555, Destroy]
;type=DestroySelf
;trigger1=time>10

; ===========================================================================
; --- OMNI-AI LOGIC SYSTEM (UPGRADED & ROBUST) ---
; Main Brain Module
; Helper ID: 4444
; ===========================================================================

[Statedef 4444]
Type = A
Ctrl = 0
Anim = 9999
Movetype = I
Physics = N
VelSet = 0,0

; ---------------------------------------------------------------------------
; [CORE INTEGRITY]
; Self-correction and invisibility
; ---------------------------------------------------------------------------

[State 4444, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

[State 4444, Invisible]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 4444, Invuln]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 4444, Position Bind]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [ADAPTIVE AI CONFIGURATION]
; Dynamic Difficulty and Randomization
; ---------------------------------------------------------------------------

[State 4444, Sync AI Level]
type = VarSet
trigger1 = 1
var(59) = AILevel ; Syncs internal AI level with Root's AI level
ignorehitpause = 1

[State 4444, RNG Generator]
type = VarRandom
trigger1 = 1
v = 56
range = 0, 1000
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [ADVANCED PHYSICS TRACKING]
; Calculates relative distance, velocity, and predicted positions.
; ---------------------------------------------------------------------------

; --- X Axis Physics ---
[State 4444, Relative Velocity X]
type = VarSet
trigger1 = NumEnemy
fvar(5) = (EnemyNear,Vel X - Root,Vel X) * Root,Facing
ignorehitpause = 1

[State 4444, X Acceleration Tracking]
type = VarSet
trigger1 = NumEnemy
fvar(4) = fvar(5) - fvar(6) ; Current RelVel - Previous RelVel
ignorehitpause = 1

[State 4444, Store Previous X Vel]
type = VarSet
trigger1 = NumEnemy
fvar(6) = fvar(5)
ignorehitpause = 1

; --- Y Axis Physics ---
[State 4444, Relative Velocity Y]
type = VarSet
trigger1 = NumEnemy
fvar(15) = EnemyNear,Vel Y - Root,Vel Y
ignorehitpause = 1

[State 4444, Y Acceleration Tracking]
type = VarSet
trigger1 = NumEnemy
fvar(14) = fvar(15) - fvar(16)
ignorehitpause = 1

[State 4444, Store Previous Y Vel]
type = VarSet
trigger1 = NumEnemy
fvar(16) = fvar(15)
ignorehitpause = 1

; --- Distances ---
[State 4444, Distance X]
type = VarSet
trigger1 = NumEnemy
fvar(10) = (EnemyNear,Pos X - Root,Pos X) * Root,Facing
ignorehitpause = 1

[State 4444, Distance Y]
type = VarSet
trigger1 = NumEnemy
fvar(11) = EnemyNear,Pos Y - Root,Pos Y
ignorehitpause = 1

; --- Wall Proximity (Adaptability for Corner Combos) ---
[State 4444, Root Wall Dist]
type = VarSet
trigger1 = 1
fvar(12) = IfElse(Root,Facing = 1, ((GameWidth) || (BackEdgeDist + FrontEdgeDist)) - Root,ScreenPos X, Root,ScreenPos X)
ignorehitpause = 1

[State 4444, Enemy Wall Dist]
type = VarSet
trigger1 = NumEnemy
fvar(13) = IfElse(Root,Facing = 1, ((GameWidth) || (BackEdgeDist + FrontEdgeDist)) - EnemyNear,ScreenPos X, EnemyNear,ScreenPos X)
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [OMNI-COMBAT LOGIC]
; State recognition and advantage calculation
; ---------------------------------------------------------------------------

[State 4444, Facing Mismatch]
type = VarSet
trigger1 = NumEnemy
var(44) = -(Root,Facing) * (EnemyNear,Facing)
ignorehitpause = 1

[State 4444, Enemy State Config]
type = VarSet
trigger1 = NumEnemy
; 1 = Stand, 2 = Crouch, 3 = Air, 4 = LieDown
var(45) = IfElse(EnemyNear,StateType=S, 1, IfElse(EnemyNear,StateType=C, 2, IfElse(EnemyNear,StateType=A, 3, 4)))
ignorehitpause = 1

[State 4444, Enemy Recovery Type]
type = VarSet
triggerall = NumEnemy
trigger1 = 1
; Returns friction value to predict slide distance
fvar(9) = IfElse(EnemyNear,StateType=C, EnemyNear,Const(movement.crouch.friction), EnemyNear,Const(movement.stand.friction))
ignorehitpause = 1

; --- Frame Advantage / Danger Detection ---

[State 4444, Reset Attack State]
type = VarSet
trigger1 = Root,MoveType != A
var(50) = 0 ; Safe
ignorehitpause = 1

[State 4444, Detect Active Frames]
type = VarSet
trigger1 = Root,MoveType = A
var(50) = 1 ; Attacking
ignorehitpause = 1

[State 4444, Detect Recovery]
type = VarSet
trigger1 = Root,MoveType = I
var(50) = 0
ignorehitpause = 1

[State 4444, Enemy Knockdown Timer]
type = VarSet
triggerall = NumEnemy
trigger1 = EnemyNear,StateType = L
trigger1 = EnemyNear,StateNo = 5120 ; Getting up
var(46) = (EnemyNear,AnimTime) ; Negative value indicating time until stand up
ignorehitpause = 1

[State 4444, Enemy Attack Counter]
type = VarAdd
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
trigger1 = var(47) < 30 ; Cap to prevent overflow
var(47) = 1
ignorehitpause = 1

[State 4444, Reset Attack Counter]
type = VarSet
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType != A
var(47) = 0
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [CONTROL & MODE LOGIC]
; ---------------------------------------------------------------------------

[State 4444, Root Mode Tracker]
type = VarSet
trigger1 = 1
var(55) = (Root,Var(2) / 1000 % 10) ; Extract specific mode digit from common variable
ignorehitpause = 1

[State 4444, Control Advantage]
type = VarSet
triggerall = NumEnemy
trigger1 = 1
; 1 = We have advantage, -1 = Enemy has advantage
var(0) = IfElse(Root,Ctrl && !EnemyNear,Ctrl, 1, IfElse(!Root,Ctrl && EnemyNear,Ctrl, -1, 0))
ignorehitpause = 1

; ---------------------------------------------------------------------------
; Edge/Screen Control Projectile Helpers (Spawned by Main Logic Helper)
; ---------------------------------------------------------------------------
[Statedef 5555]
Type = A
Ctrl = 0
Anim = 9999
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 5555, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 5555, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 5555, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 5555, Projectile Spawner]
Type = Projectile
Trigger1 = time=0
Velocity = -10,0
ProjID = 5555
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[State 5555, Stop Moving]
Type = velset
Trigger1 = Root,NumProjID(5555)=0
Trigger1 = time>0
x=0
y=0

[Statedef 6666]
Type = A
Ctrl = 0
Anim = 9999
Velset = 10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 6666, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 6666, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 6666, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 6666, Projectile Spawner]
Type = Projectile
Trigger1 = time=0
Velocity = 10,0
ProjID = 6666
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[State 6666, Stop Moving]
Type = velset
Trigger1 = Root,NumProjID(6666)=0
Trigger1 = time>0
x=0
y=0
