[Statedef -3]

[State -3, fall Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 5110
value = 5110, 0

[State -3, bounce Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 5100
value = 5100, 0

;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 = 52, 0

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
trigger2 = stateno = 105
value = 40, 0

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 41
value = 40, 1



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

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


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -188
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -188
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,90]) && (random=[0,69*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 200


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = 1
triggerall = p2bodydist x >= 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,110]) && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
value = 210


[State -1, Stand Close Punch]
type = ChangeState
value = 220
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 >= -196
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = p2bodydist x < 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Close Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 >= -196
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A) && (p2bodydist x =[0,39])
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A)  && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 220


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 >= -168
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 >= -168
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,100]) && (random=[140*(Ailevel / 8.0 ),209*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [100,150]
trigger3 = (stateno = 230) && movecontact && random= [200,250]
trigger4 = (stateno = 400) && movecontact && random= [300,350]
trigger5 = (stateno = 430) && movecontact && random= [400,450]
value = 230


[State -1, Standing Hard Kick]
type = ChangeState
value = 240
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -148
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -148
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,120]) && (random=[210*(Ailevel / 8.0 ),279*(Ailevel / 8.0 )])
value = 240


[State -1, BLOW BACK ATTACK]
type = ChangeState
value = 250
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI BLOW BACK ATTACK]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101])) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (Statetype != A) && (p2bodydist x =[40,120]) && (random=[800*(Ailevel / 8.0 ),869*(Ailevel / 8.0 )])
value = 250


[State -1,Guard Cancel]
type = ChangeState
value = 290
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151



[State -1, AI Guard Cancel]
type = ChangeState
value = 290
triggerall = AILevel > 0 && roundstate = 2
triggerall = Ailevel
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = power >= 1000
triggerall = p2bodydist x = [80, 160]
trigger1 = (stateno = 150) && random < (50 * (AIlevel / 8.0))
trigger2 = (stateno = 151) && random < (50 * (AIlevel / 8.0))


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -126
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -126
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,80]) && (random=[0,49*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [960,990]
trigger3 = (stateno = 230) && movecontact && random= [860,890]
trigger4 = (stateno = 400) && movecontact && random= [760,790]
trigger5 = (stateno = 430) && movecontact && random= [660,690]
value = 400


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -124
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -124
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[20,110]) && (random=[50*(Ailevel / 8.0 ),99*(Ailevel / 8.0 )])
value = 410


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,110]) && (random=[100*(Ailevel / 8.0 ),149*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [160,190]
trigger3 = (stateno = 230) && movecontact && random= [260,290]
trigger4 = (stateno = 400) && movecontact && random= [360,390]
trigger5 = (stateno = 430) && movecontact && random= [460,490]
value = 430


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 >= -54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 >= -54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,150]) && (random=[150*(Ailevel / 8.0 ),199*(Ailevel / 8.0 )])
value = 440


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 600


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Strong Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[260*(Ailevel / 8.0 ),319*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 610


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[320*(Ailevel / 8.0 ),379*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 630


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl





[State -1, AI Air Strong Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[380*(Ailevel / 8.0 ),439*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 640


[State -1, BLOW BACK ATTACK in air]
type = ChangeState
value = 650
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1 || 1
triggerall = statetype = A
trigger1 = ctrl


[State -1, AI BLOW BACK ATTACK AIR]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (statetype = A) && (p2bodydist x =[40,90]) && (random=[500*(Ailevel / 8.0 ),569*(Ailevel / 8.0 )])
value = 650


[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1 || 1
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x-7*enemynear,vel x = [68,144]
triggerall = ctrl
triggerall = stateno != 100
trigger1 = 1
trigger1 = p2bodydist X < 20
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = 1
trigger2 = p2bodydist X < 20
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, AI Throw]
type = changestate
triggerall = AIlevel && numenemy
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x-7*enemynear,vel x = [68,144]
triggerall = roundstate = 2 && Statetype != A && stateno != 100
triggerall = p2statetype != A && p2statetype != L && p2movetype != H && p2movetype != A
trigger1 = (p2bodydist x =[0,30]) && (p2bodydist y = [ -10, 10]) && (random=[0,79*(Ailevel / 8.0)])
trigger2 = (p2stateno=[120,140]) && (p2bodydist x =[-10,40]) && (p2bodydist y = [ -10, 10]) && (random=[400*(Ailevel / 8.0),479*(Ailevel / 8.0)])
value = 800


[State -1, Step-In Middle Kick]
type = ChangeState
value = 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -188
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = statetype != A
triggerall = 1
trigger1 = 1
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact
trigger4 = (stateno = 210) && movecontact
trigger5 = (stateno = 220) && movecontact



[State -1, AI Step-In Middle Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -188
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = (statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[40,140]) && (random=[750*(Ailevel / 8.0 ),799*(Ailevel / 8.0 )])
trigger2 = (stateno = [200,240]) && movecontact && random= [70,95]
trigger3 = (stateno = [400,440]) && movecontact && random= [170,195]
value = 1000


[State -1, Hurricane Upper x]
type = ChangeState
value = 2501
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,440]) && (random=[450*(Ailevel / 8.0 ),499*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [770,795]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [770,795]
trigger4 = (stateno = 1000) && movehit && random= [740,765]
trigger5 = (stateno = 3020) && movehit && random= [700,725]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [670,695]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)&& random= [740,765]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)&& random= [700,725]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)&& random= [670,695]
trigger10 = (stateno = [4010,4020]) && movehit && random= [640,665]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [600,625]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [640,665]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [600,625]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [570,595]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,565]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [570,595]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,565]
value = 2501 + random%2


[State -1, Hurricane Upper y]
type = ChangeState
value = 2502
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Hurricane Upper]
type = ChangeState
value = 2600
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -268
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-7*enemynear,vel x = [-48,86]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -268
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-7*enemynear,vel x = [-48,86]
triggerall = (statetype != A) && (p2stateno != [120, 155])  && power >= 1000
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,420]) && (random=[300*(Ailevel / 8.0 ),389*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [120,160]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,160]
trigger4 = (stateno = 1000) && movehit && random= [720,760]
trigger5 = (stateno = 3020) && movehit && random= [420,460]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [950,990]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [720,760]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [420,460]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [950,990]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [800,840]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [800,840]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [0,40]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,580]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [0,40]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,580]
value = 2600



[State -1, Tiger Kick a]
type = ChangeState
value = 3001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,260]) && (random=[500*(Ailevel / 8.0 ),549*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [470,495]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [470,495]
trigger4 = (stateno = 1000) && movehit && random= [500,525]
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [500,525]
trigger6 = (stateno = [4010,4020]) && movehit && random= [440,565]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit && random= [370,395]
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [440,565]
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [370,395]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [340,365]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [300,325]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [340,365]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [300,325]
value = 3001 + random%2


[State -1, Tiger Kick b]
type = ChangeState
value = 3002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Tiger Kick]
type = ChangeState
value = 3500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && power >=1000
trigger1 = (p2bodydist x =[180,400]) && (random=[500*(Ailevel / 8.0 ),589*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [920,960]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [920,960]
trigger4 = (stateno = 1000) && movehit && random= [820,860]
trigger5 = (stateno = 3020) && movehit && random= [120,160]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [450,490]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [820,860]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [120,160]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [450,490]
trigger10 = (stateno = [4010,4020]) && movehit && random= [750,790]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [0,40]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [750,790]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [0,40]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [600,640]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [340,380]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [600,640]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [340,380]
value = 3500


[State -1, Slash Kick a]
type = ChangeState
value = 4001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact


[State -1, A.I Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A)
trigger1 = (p2bodydist x =[140,380]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [270,295]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [270,295]
trigger4 = (stateno = 1000) && movehit && random= [240,265]
trigger5 = (stateno = 3020) && movehit && random= [200,225]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [170,195]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [240,265]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [200,225]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [170,195]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [140,165]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,125]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [140,165]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,125]
value = 4001 + random%2


[State -1, Slash Kick b]
type = ChangeState
value = 4002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Slash Kick]
type = ChangeState
value = 4500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -172
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -172
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A) && power >=1000
trigger1 = (p2bodydist x =[160,300]) && (random=[200*(Ailevel / 8.0 ),289*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [40,80]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [40,80]
trigger4 = (stateno = 1000) && movehit && random= [330,370]
trigger5 = (stateno = 3020) && movehit && random= [830,870]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [150,190]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [330,370]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [830,870]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [150,190]
trigger10 = (stateno = [4010,4020]) && movehit && random= [650,690]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [710,750]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [950,990]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [710,750]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [500,540]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [440,480]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [500,540]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [440,480]
value = 4500


[State -1, Ougon no Kakato a]
type = ChangeState
value = 6001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,320]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)  && random= [120,145]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,145]
trigger4 = (stateno = 1000) && movehit && random= [420,445]
trigger5 = (stateno = 3020) && movehit && random= [820,845]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [970,995]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [420,445]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [820,845]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [970,995]
trigger10 = (stateno = [4010,4020]) && movehit && random= [270,295]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [870,895]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [270,295]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [870,895]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [530,555]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [630,655]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [630,655]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [630,655]
value = 6001 + random%2


[State -1, Ougon no Kakato b]
type = ChangeState
value = 6002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Ougon no Kakato]
type = ChangeState
value = 6500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact





[State -1, AI EX Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1) && power >= 1000
trigger1 = (p2bodydist x =[120,300]) && (random=[600*(Ailevel / 8.0 ),689*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [310,350]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [310,350]
trigger4 = (stateno = 1000) && movehit && random= [360,400]
trigger5 = (stateno = 3020) && movehit && random= [530,570]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [250,290]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [360,400]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [530,570]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [250,290]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [900,940]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [900,940]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [700,740]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [750,790]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [700,740]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [750,790]
value = 6500


[State -1, Bakuretsu Hurricane Tiger Kakato]
type = ChangeState
value = 8000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [38,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -100
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger4 = var(58) >=500 && (var(56) = 0)
trigger5 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 2600) && (animelem = 14,>0)
trigger6 = (var(56) = 1)
trigger7 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger7 = (var(56) = 1)
trigger8 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger8 = (var(56) = 1)
trigger9 = (stateno = 2600) && (animelem = 14,>0)
trigger9 = (var(56) = 1)
trigger10 = (stateno = 1000) && movehit
trigger11 = (stateno = 3020) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 3520) && movehit
trigger12 = var(58) >=500 && (var(56) = 0)
trigger13 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger14 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger15 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger16 = (stateno = [4010,4020]) && movehit
trigger16 = var(58) >=500 && (var(56) = 0)
trigger17 = (stateno = [4510,4520]) && movehit
trigger17 = var(58) >=500 && (var(56) = 0)
trigger18 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger19 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger20 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger20 = var(58) >=500 && (var(56) = 0)
trigger21 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger21 = var(58) >=500 && (var(56) = 0)
trigger22 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger23 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact




[State -1, AI Bakuretsu Hurricane Tiger Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -178
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*AILevel && random <= 75*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [38,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -100
triggerall = (prevstateno !=[7000,10000]) && (stateno !=[7000,10000])
triggerall = (P2statetype != A) && (P2movetype != A) && (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (power >= 1000)
trigger1 = (p2bodydist x =[60,160]) && (random=[300*(Ailevel / 8.0 ),429*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [810,845]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [810,845]
trigger4 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [850,885]
trigger4 = var(58) >=500 && (var(56) = 0)
trigger5 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [850,885]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 2600) && (animelem = 14,>0) && random= [900,935]
trigger6 = (var(56) = 1)
trigger7 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [850,885]
trigger7 = (var(56) = 1)
trigger8 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [850,885]
trigger8 = (var(56) = 1)
trigger9 = (stateno = 2600) && (animelem = 14,>0) && random= [900,935]
trigger9 = (var(56) = 1)
trigger10 = (stateno = 1000) && movehit && random= [940,975]
trigger11 = (stateno = 3020) && movehit && random= [620,655]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 3520) && movehit  && random= [720,755]
trigger12 = var(58) >=500 && (var(56) = 0)
trigger13 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [940,975]
trigger14 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [620,655]
trigger15 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [720,755]
trigger16 = (stateno = [4010,4020]) && movehit && random= [660,695]
trigger16 = var(58) >=500 && (var(56) = 0)
trigger17 = (stateno = [4510,4520]) && movehit && random= [760,795]
trigger17 = var(58) >=500 && (var(56) = 0)
trigger18 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [660,695]
trigger19 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [760,795]
trigger20 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [240,275]
trigger20 = var(58) >=500 && (var(56) = 0)
trigger21 = (stateno = 2110) && (animelem = 38,>0) && movehit  && random= [100,135]
trigger21 = var(58) >=500 && (var(56) = 0)
trigger22 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [240,275]
trigger23 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,135]
value = 8000




;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = AILevel > 0 && roundstate=2 && random <= 250*AILevel
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || helper(33000),var(18) < 0 || random%6=0 || (prevstateno != [120,155]) || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -188
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -188
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,90]) && (random=[0,69*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 200


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -6
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = 1
triggerall = p2bodydist x >= 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -6
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,110]) && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
value = 210


[State -1, Stand Close Punch]
type = ChangeState
value = 220
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 >= -196
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -11
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = p2bodydist x < 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Close Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 >= -196
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -11
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A) && (p2bodydist x =[0,39])
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A)  && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 220


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 >= -168
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -7
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 >= -168
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -7
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,100]) && (random=[140*(Ailevel / 8.0 ),209*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [100,150]
trigger3 = (stateno = 230) && movecontact && random= [200,250]
trigger4 = (stateno = 400) && movecontact && random= [300,350]
trigger5 = (stateno = 430) && movecontact && random= [400,450]
value = 230


[State -1, Standing Hard Kick]
type = ChangeState
value = 240
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -148
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -13
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -148
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -13
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,120]) && (random=[210*(Ailevel / 8.0 ),279*(Ailevel / 8.0 )])
value = 240


[State -1, BLOW BACK ATTACK]
type = ChangeState
value = 250
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -15
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI BLOW BACK ATTACK]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -15
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101])) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (Statetype != A) && (p2bodydist x =[40,120]) && (random=[800*(Ailevel / 8.0 ),869*(Ailevel / 8.0 )])
value = 250


[State -1,Guard Cancel]
type = ChangeState
value = 290
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151



[State -1, AI Guard Cancel]
type = ChangeState
value = 290
triggerall = AILevel > 0 && roundstate = 2
triggerall = Ailevel
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = power >= 1000
triggerall = p2bodydist x = [80, 160]
trigger1 = (stateno = 150) && random < (50 * (AIlevel / 8.0))
trigger2 = (stateno = 151) && random < (50 * (AIlevel / 8.0))


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -126
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -126
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,80]) && (random=[0,49*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [960,990]
trigger3 = (stateno = 230) && movecontact && random= [860,890]
trigger4 = (stateno = 400) && movecontact && random= [760,790]
trigger5 = (stateno = 430) && movecontact && random= [660,690]
value = 400


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -124
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -124
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[20,110]) && (random=[50*(Ailevel / 8.0 ),99*(Ailevel / 8.0 )])
value = 410


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -64
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,110]) && (random=[100*(Ailevel / 8.0 ),149*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [160,190]
trigger3 = (stateno = 230) && movecontact && random= [260,290]
trigger4 = (stateno = 400) && movecontact && random= [360,390]
trigger5 = (stateno = 430) && movecontact && random= [460,490]
value = 430


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 >= -54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -10
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 >= -54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -10
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,150]) && (random=[150*(Ailevel / 8.0 ),199*(Ailevel / 8.0 )])
value = 440


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 600


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Strong Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[260*(Ailevel / 8.0 ),319*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 610


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -7
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -7
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[320*(Ailevel / 8.0 ),379*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 630


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl





[State -1, AI Air Strong Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[380*(Ailevel / 8.0 ),439*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 640


[State -1, BLOW BACK ATTACK in air]
type = ChangeState
value = 650
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1 || 1
triggerall = statetype = A
trigger1 = ctrl


[State -1, AI BLOW BACK ATTACK AIR]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (statetype = A) && (p2bodydist x =[40,90]) && (random=[500*(Ailevel / 8.0 ),569*(Ailevel / 8.0 )])
value = 650


[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1 || 1
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2bodydist x-7*enemynear,vel x = [68,144]
triggerall = ctrl
triggerall = stateno != 100
trigger1 = 1
trigger1 = p2bodydist X < 20
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = 1
trigger2 = p2bodydist X < 20
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, AI Throw]
type = changestate
triggerall = AIlevel && numenemy
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2bodydist x-7*enemynear,vel x = [68,144]
triggerall = roundstate = 2 && Statetype != A && stateno != 100
triggerall = p2statetype != A && p2statetype != L && p2movetype != H && p2movetype != A
trigger1 = (p2bodydist x =[0,30]) && (p2bodydist y = [ -10, 10]) && (random=[0,79*(Ailevel / 8.0)])
trigger2 = (p2stateno=[120,140]) && (p2bodydist x =[-10,40]) && (p2bodydist y = [ -10, 10]) && (random=[400*(Ailevel / 8.0),479*(Ailevel / 8.0)])
value = 800


[State -1, Step-In Middle Kick]
type = ChangeState
value = 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -188
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = statetype != A
triggerall = 1
trigger1 = 1
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact
trigger4 = (stateno = 210) && movecontact
trigger5 = (stateno = 220) && movecontact



[State -1, AI Step-In Middle Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -188
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = (statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[40,140]) && (random=[750*(Ailevel / 8.0 ),799*(Ailevel / 8.0 )])
trigger2 = (stateno = [200,240]) && movecontact && random= [70,95]
trigger3 = (stateno = [400,440]) && movecontact && random= [170,195]
value = 1000


[State -1, Sliding]
type = ChangeState
value = 1500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 21*enemynear,vel y + helper(33000),fvar(39)*21*22*0.5 >= -70
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -22
triggerall = p2bodydist x-21*enemynear,vel x = [-38,42]
triggerall = 1
triggerall = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger3 = (stateno = 2110) && (animelem = 38,>0) && movehit



[State -1, AI Sliding]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2statetype != A)
triggerall = p2bodydist y + 21*enemynear,vel y + helper(33000),fvar(39)*21*22*0.5 >= -70
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -22
triggerall = p2bodydist x-21*enemynear,vel x = [-38,42]
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[80,260]) && (random=[700*(Ailevel / 8.0 ),749*(Ailevel / 8.0 )])
trigger2 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [0,35]
trigger3 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,135]
value = 1500


[State -1, Hurricane Upper x]
type = ChangeState
value = 2501
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,440]) && (random=[450*(Ailevel / 8.0 ),499*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [770,795]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [770,795]
trigger4 = (stateno = 1000) && movehit && random= [740,765]
trigger5 = (stateno = 3020) && movehit && random= [700,725]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [670,695]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)&& random= [740,765]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)&& random= [700,725]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)&& random= [670,695]
trigger10 = (stateno = [4010,4020]) && movehit && random= [640,665]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [600,625]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [640,665]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [600,625]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [570,595]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,565]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [570,595]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,565]
value = 2501 + random%2


[State -1, Hurricane Upper y]
type = ChangeState
value = 2502
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -12
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Hurricane Upper]
type = ChangeState
value = 2600
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -268
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2bodydist x-7*enemynear,vel x = [-48,86]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -268
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -8
triggerall = p2bodydist x-7*enemynear,vel x = [-48,86]
triggerall = (statetype != A) && (p2stateno != [120, 155])  && power >= 1000
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,420]) && (random=[300*(Ailevel / 8.0 ),389*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [120,160]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,160]
trigger4 = (stateno = 1000) && movehit && random= [720,760]
trigger5 = (stateno = 3020) && movehit && random= [420,460]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [950,990]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [720,760]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [420,460]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [950,990]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [800,840]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [800,840]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [0,40]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,580]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [0,40]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,580]
value = 2600



[State -1, Tiger Kick a]
type = ChangeState
value = 3001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -1
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -1
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,260]) && (random=[500*(Ailevel / 8.0 ),549*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [470,495]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [470,495]
trigger4 = (stateno = 1000) && movehit && random= [500,525]
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [500,525]
trigger6 = (stateno = [4010,4020]) && movehit && random= [440,565]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit && random= [370,395]
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [440,565]
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [370,395]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [340,365]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [300,325]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [340,365]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [300,325]
value = 3001 + random%2


[State -1, Tiger Kick b]
type = ChangeState
value = 3002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -1
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Tiger Kick]
type = ChangeState
value = 3500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && power >=1000
trigger1 = (p2bodydist x =[180,400]) && (random=[500*(Ailevel / 8.0 ),589*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [920,960]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [920,960]
trigger4 = (stateno = 1000) && movehit && random= [820,860]
trigger5 = (stateno = 3020) && movehit && random= [120,160]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [450,490]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [820,860]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [120,160]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [450,490]
trigger10 = (stateno = [4010,4020]) && movehit && random= [750,790]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [0,40]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [750,790]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [0,40]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [600,640]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [340,380]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [600,640]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [340,380]
value = 3500


[State -1, Slash Kick a]
type = ChangeState
value = 4001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -1
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact


[State -1, A.I Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -1
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A)
trigger1 = (p2bodydist x =[140,380]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [270,295]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [270,295]
trigger4 = (stateno = 1000) && movehit && random= [240,265]
trigger5 = (stateno = 3020) && movehit && random= [200,225]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [170,195]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [240,265]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [200,225]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [170,195]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [140,165]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,125]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [140,165]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,125]
value = 4001 + random%2


[State -1, Slash Kick b]
type = ChangeState
value = 4002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -1
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Slash Kick]
type = ChangeState
value = 4500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -172
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -13
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -172
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -13
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A) && power >=1000
trigger1 = (p2bodydist x =[160,300]) && (random=[200*(Ailevel / 8.0 ),289*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [40,80]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [40,80]
trigger4 = (stateno = 1000) && movehit && random= [330,370]
trigger5 = (stateno = 3020) && movehit && random= [830,870]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [150,190]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [330,370]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [830,870]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [150,190]
trigger10 = (stateno = [4010,4020]) && movehit && random= [650,690]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [710,750]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [950,990]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [710,750]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [500,540]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [440,480]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [500,540]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [440,480]
value = 4500


[State -1, Ougon no Kakato a]
type = ChangeState
value = 6001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -6
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -6
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,320]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)  && random= [120,145]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,145]
trigger4 = (stateno = 1000) && movehit && random= [420,445]
trigger5 = (stateno = 3020) && movehit && random= [820,845]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [970,995]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [420,445]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [820,845]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [970,995]
trigger10 = (stateno = [4010,4020]) && movehit && random= [270,295]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [870,895]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [270,295]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [870,895]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [530,555]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [630,655]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [630,655]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [630,655]
value = 6001 + random%2


[State -1, Ougon no Kakato b]
type = ChangeState
value = 6002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -6
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Ougon no Kakato]
type = ChangeState
value = 6500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -14
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact





[State -1, AI EX Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -14
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1) && power >= 1000
trigger1 = (p2bodydist x =[120,300]) && (random=[600*(Ailevel / 8.0 ),689*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [310,350]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [310,350]
trigger4 = (stateno = 1000) && movehit && random= [360,400]
trigger5 = (stateno = 3020) && movehit && random= [530,570]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [250,290]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [360,400]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [530,570]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [250,290]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [900,940]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [900,940]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [700,740]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [750,790]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [700,740]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [750,790]
value = 6500


[State -1, Bakuretsu Hurricane Tiger Kakato]
type = ChangeState
value = 8000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*enemynear,vel x = [38,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -100
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger4 = var(58) >=500 && (var(56) = 0)
trigger5 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 2600) && (animelem = 14,>0)
trigger6 = (var(56) = 1)
trigger7 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger7 = (var(56) = 1)
trigger8 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger8 = (var(56) = 1)
trigger9 = (stateno = 2600) && (animelem = 14,>0)
trigger9 = (var(56) = 1)
trigger10 = (stateno = 1000) && movehit
trigger11 = (stateno = 3020) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 3520) && movehit
trigger12 = var(58) >=500 && (var(56) = 0)
trigger13 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger14 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger15 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger16 = (stateno = [4010,4020]) && movehit
trigger16 = var(58) >=500 && (var(56) = 0)
trigger17 = (stateno = [4510,4520]) && movehit
trigger17 = var(58) >=500 && (var(56) = 0)
trigger18 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger19 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger20 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger20 = var(58) >=500 && (var(56) = 0)
trigger21 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger21 = var(58) >=500 && (var(56) = 0)
trigger22 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger23 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact




[State -1, AI Bakuretsu Hurricane Tiger Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -178
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*AILevel
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime <= -9
triggerall = p2bodydist x-8*enemynear,vel x = [38,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -100
triggerall = (prevstateno !=[7000,10000]) && (stateno !=[7000,10000])
triggerall = (P2statetype != A) && (P2movetype != A) && (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (power >= 1000)
trigger1 = (p2bodydist x =[60,160]) && (random=[300*(Ailevel / 8.0 ),429*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [810,845]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [810,845]
trigger4 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [850,885]
trigger4 = var(58) >=500 && (var(56) = 0)
trigger5 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [850,885]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 2600) && (animelem = 14,>0) && random= [900,935]
trigger6 = (var(56) = 1)
trigger7 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [850,885]
trigger7 = (var(56) = 1)
trigger8 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [850,885]
trigger8 = (var(56) = 1)
trigger9 = (stateno = 2600) && (animelem = 14,>0) && random= [900,935]
trigger9 = (var(56) = 1)
trigger10 = (stateno = 1000) && movehit && random= [940,975]
trigger11 = (stateno = 3020) && movehit && random= [620,655]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 3520) && movehit  && random= [720,755]
trigger12 = var(58) >=500 && (var(56) = 0)
trigger13 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [940,975]
trigger14 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [620,655]
trigger15 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [720,755]
trigger16 = (stateno = [4010,4020]) && movehit && random= [660,695]
trigger16 = var(58) >=500 && (var(56) = 0)
trigger17 = (stateno = [4510,4520]) && movehit && random= [760,795]
trigger17 = var(58) >=500 && (var(56) = 0)
trigger18 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [660,695]
trigger19 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [760,795]
trigger20 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [240,275]
trigger20 = var(58) >=500 && (var(56) = 0)
trigger21 = (stateno = 2110) && (animelem = 38,>0) && movehit  && random= [100,135]
trigger21 = var(58) >=500 && (var(56) = 0)
trigger22 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [240,275]
trigger23 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,135]
value = 8000




;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-188,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-188,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,90]) && (random=[0,69*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 200


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 = [-178,0)
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=6)*70)*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = 1
triggerall = p2bodydist x >= 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 = [-178,0)
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=6)*70)*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,110]) && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
value = 210


[State -1, Stand Close Punch]
type = ChangeState
value = 220
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 = [-196,0)
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=11)*70)*AILevel
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = p2bodydist x < 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Close Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 = [-196,0)
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=11)*70)*AILevel
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A) && (p2bodydist x =[0,39])
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A)  && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 220


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 = [-168,0)
triggerall = enemynear,animtime <= -6 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 6
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=7)*70)*AILevel
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 = [-168,0)
triggerall = enemynear,animtime <= -6 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 6
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=7)*70)*AILevel
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,100]) && (random=[140*(Ailevel / 8.0 ),209*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [100,150]
trigger3 = (stateno = 230) && movecontact && random= [200,250]
trigger4 = (stateno = 400) && movecontact && random= [300,350]
trigger5 = (stateno = 430) && movecontact && random= [400,450]
value = 230


[State -1, Standing Hard Kick]
type = ChangeState
value = 240
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 = [-148,0)
triggerall = enemynear,animtime <= -12 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 12
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=13)*70)*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 = [-148,0)
triggerall = enemynear,animtime <= -12 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 12
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=13)*70)*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,120]) && (random=[210*(Ailevel / 8.0 ),279*(Ailevel / 8.0 )])
value = 240


[State -1, BLOW BACK ATTACK]
type = ChangeState
value = 250
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 = [-178,0)
triggerall = enemynear,animtime <= -14 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 14
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=15)*70)*AILevel
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI BLOW BACK ATTACK]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 = [-178,0)
triggerall = enemynear,animtime <= -14 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 14
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=15)*70)*AILevel
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101])) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (Statetype != A) && (p2bodydist x =[40,120]) && (random=[800*(Ailevel / 8.0 ),869*(Ailevel / 8.0 )])
value = 250


[State -1,Guard Cancel]
type = ChangeState
value = 290
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-178,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151



[State -1, AI Guard Cancel]
type = ChangeState
value = 290
triggerall = AILevel > 0 && roundstate = 2
triggerall = Ailevel
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-178,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = power >= 1000
triggerall = p2bodydist x = [80, 160]
trigger1 = (stateno = 150) && random < (50 * (AIlevel / 8.0))
trigger2 = (stateno = 151) && random < (50 * (AIlevel / 8.0))


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-126,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-126,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,80]) && (random=[0,49*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [960,990]
trigger3 = (stateno = 230) && movecontact && random= [860,890]
trigger4 = (stateno = 400) && movecontact && random= [760,790]
trigger5 = (stateno = 430) && movecontact && random= [660,690]
value = 400


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-124,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-124,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[20,110]) && (random=[50*(Ailevel / 8.0 ),99*(Ailevel / 8.0 )])
value = 410


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 = [-64,0)
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=8)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 = [-64,0)
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=8)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,110]) && (random=[100*(Ailevel / 8.0 ),149*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [160,190]
trigger3 = (stateno = 230) && movecontact && random= [260,290]
trigger4 = (stateno = 400) && movecontact && random= [360,390]
trigger5 = (stateno = 430) && movecontact && random= [460,490]
value = 430


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 = [-54,0)
triggerall = enemynear,animtime <= -9 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 9
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=10)*70)*AILevel
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 = [-54,0)
triggerall = enemynear,animtime <= -9 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 9
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=10)*70)*AILevel
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,150]) && (random=[150*(Ailevel / 8.0 ),199*(Ailevel / 8.0 )])
value = 440


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=8)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=8)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 600


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Strong Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[260*(Ailevel / 8.0 ),319*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 610


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = enemynear,animtime <= -6 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 6
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=7)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = enemynear,animtime <= -6 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 6
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=7)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[320*(Ailevel / 8.0 ),379*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 630


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl





[State -1, AI Air Strong Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[380*(Ailevel / 8.0 ),439*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 640


[State -1, BLOW BACK ATTACK in air]
type = ChangeState
value = 650
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1 || 1
triggerall = statetype = A
trigger1 = ctrl


[State -1, AI BLOW BACK ATTACK AIR]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (statetype = A) && (p2bodydist x =[40,90]) && (random=[500*(Ailevel / 8.0 ),569*(Ailevel / 8.0 )])
value = 650


[State -1, Step-In Middle Kick]
type = ChangeState
value = 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-188,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = statetype != A
triggerall = 1
trigger1 = 1
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact
trigger4 = (stateno = 210) && movecontact
trigger5 = (stateno = 220) && movecontact



[State -1, AI Step-In Middle Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-188,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = (statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[40,140]) && (random=[750*(Ailevel / 8.0 ),799*(Ailevel / 8.0 )])
trigger2 = (stateno = [200,240]) && movecontact && random= [70,95]
trigger3 = (stateno = [400,440]) && movecontact && random= [170,195]
value = 1000


[State -1, Sliding]
type = ChangeState
value = 1500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + helper(33000),fvar(39)*21*22*0.5 = [-70,0)
triggerall = enemynear,animtime <= -21 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 21
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=22)*70)*AILevel
triggerall = p2bodydist x-21*enemynear,vel x = [-38,42]
triggerall = 1
triggerall = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger3 = (stateno = 2110) && (animelem = 38,>0) && movehit



[State -1, AI Sliding]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2statetype != A)
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + helper(33000),fvar(39)*21*22*0.5 = [-70,0)
triggerall = enemynear,animtime <= -21 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 21
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=22)*70)*AILevel
triggerall = p2bodydist x-21*enemynear,vel x = [-38,42]
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[80,260]) && (random=[700*(Ailevel / 8.0 ),749*(Ailevel / 8.0 )])
trigger2 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [0,35]
trigger3 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,135]
value = 1500


[State -1, Hurricane Upper x]
type = ChangeState
value = 2501
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-268,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-268,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,440]) && (random=[450*(Ailevel / 8.0 ),499*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [770,795]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [770,795]
trigger4 = (stateno = 1000) && movehit && random= [740,765]
trigger5 = (stateno = 3020) && movehit && random= [700,725]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [670,695]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)&& random= [740,765]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)&& random= [700,725]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)&& random= [670,695]
trigger10 = (stateno = [4010,4020]) && movehit && random= [640,665]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [600,625]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [640,665]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [600,625]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [570,595]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,565]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [570,595]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,565]
value = 2501 + random%2


[State -1, Hurricane Upper y]
type = ChangeState
value = 2502
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 = [-268,0)
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=12)*70)*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Hurricane Upper]
type = ChangeState
value = 2600
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 = [-268,0)
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=8)*70)*AILevel
triggerall = p2bodydist x-7*enemynear,vel x = [-48,86]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 = [-268,0)
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=8)*70)*AILevel
triggerall = p2bodydist x-7*enemynear,vel x = [-48,86]
triggerall = (statetype != A) && (p2stateno != [120, 155])  && power >= 1000
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,420]) && (random=[300*(Ailevel / 8.0 ),389*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [120,160]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,160]
trigger4 = (stateno = 1000) && movehit && random= [720,760]
trigger5 = (stateno = 3020) && movehit && random= [420,460]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [950,990]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [720,760]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [420,460]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [950,990]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [800,840]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [800,840]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [0,40]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,580]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [0,40]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,580]
value = 2600



[State -1, Tiger Kick a]
type = ChangeState
value = 3001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = enemynear,animtime <= -0 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 0
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=1)*70)*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y = [-70,146]
triggerall = enemynear,animtime <= -0 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 0
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=1)*70)*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,260]) && (random=[500*(Ailevel / 8.0 ),549*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [470,495]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [470,495]
trigger4 = (stateno = 1000) && movehit && random= [500,525]
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [500,525]
trigger6 = (stateno = [4010,4020]) && movehit && random= [440,565]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit && random= [370,395]
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [440,565]
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [370,395]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [340,365]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [300,325]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [340,365]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [300,325]
value = 3001 + random%2


[State -1, Tiger Kick b]
type = ChangeState
value = 3002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = enemynear,animtime <= -0 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 0
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=1)*70)*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Tiger Kick]
type = ChangeState
value = 3500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=11)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=11)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && power >=1000
trigger1 = (p2bodydist x =[180,400]) && (random=[500*(Ailevel / 8.0 ),589*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [920,960]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [920,960]
trigger4 = (stateno = 1000) && movehit && random= [820,860]
trigger5 = (stateno = 3020) && movehit && random= [120,160]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [450,490]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [820,860]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [120,160]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [450,490]
trigger10 = (stateno = [4010,4020]) && movehit && random= [750,790]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [0,40]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [750,790]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [0,40]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [600,640]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [340,380]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [600,640]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [340,380]
value = 3500


[State -1, Slash Kick a]
type = ChangeState
value = 4001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = enemynear,animtime <= -0 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 0
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=1)*70)*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact


[State -1, A.I Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = enemynear,animtime <= -0 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 0
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=1)*70)*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A)
trigger1 = (p2bodydist x =[140,380]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [270,295]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [270,295]
trigger4 = (stateno = 1000) && movehit && random= [240,265]
trigger5 = (stateno = 3020) && movehit && random= [200,225]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [170,195]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [240,265]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [200,225]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [170,195]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [140,165]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,125]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [140,165]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,125]
value = 4001 + random%2


[State -1, Slash Kick b]
type = ChangeState
value = 4002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = enemynear,animtime <= -0 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 0
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=1)*70)*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Slash Kick]
type = ChangeState
value = 4500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 = [-172,0)
triggerall = enemynear,animtime <= -12 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 12
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=13)*70)*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 = [-172,0)
triggerall = enemynear,animtime <= -12 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 12
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=13)*70)*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A) && power >=1000
trigger1 = (p2bodydist x =[160,300]) && (random=[200*(Ailevel / 8.0 ),289*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [40,80]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [40,80]
trigger4 = (stateno = 1000) && movehit && random= [330,370]
trigger5 = (stateno = 3020) && movehit && random= [830,870]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [150,190]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [330,370]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [830,870]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [150,190]
trigger10 = (stateno = [4010,4020]) && movehit && random= [650,690]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [710,750]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [950,990]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [710,750]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [500,540]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [440,480]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [500,540]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [440,480]
value = 4500


[State -1, Ougon no Kakato a]
type = ChangeState
value = 6001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=6)*70)*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=6)*70)*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,320]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)  && random= [120,145]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,145]
trigger4 = (stateno = 1000) && movehit && random= [420,445]
trigger5 = (stateno = 3020) && movehit && random= [820,845]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [970,995]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [420,445]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [820,845]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [970,995]
trigger10 = (stateno = [4010,4020]) && movehit && random= [270,295]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [870,895]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [270,295]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [870,895]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [530,555]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [630,655]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [630,655]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [630,655]
value = 6001 + random%2


[State -1, Ougon no Kakato b]
type = ChangeState
value = 6002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=6)*70)*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Ougon no Kakato]
type = ChangeState
value = 6500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = enemynear,animtime <= -13 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 13
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=14)*70)*AILevel
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact





[State -1, AI EX Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = enemynear,animtime <= -13 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 13
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=14)*70)*AILevel
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1) && power >= 1000
trigger1 = (p2bodydist x =[120,300]) && (random=[600*(Ailevel / 8.0 ),689*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [310,350]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [310,350]
trigger4 = (stateno = 1000) && movehit && random= [360,400]
trigger5 = (stateno = 3020) && movehit && random= [530,570]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [250,290]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [360,400]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [530,570]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [250,290]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [900,940]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [900,940]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [700,740]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [750,790]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [700,740]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [750,790]
value = 6500


[State -1, Bakuretsu Hurricane Tiger Kakato]
type = ChangeState
value = 8000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-178,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [38,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -100
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger4 = var(58) >=500 && (var(56) = 0)
trigger5 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 2600) && (animelem = 14,>0)
trigger6 = (var(56) = 1)
trigger7 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger7 = (var(56) = 1)
trigger8 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger8 = (var(56) = 1)
trigger9 = (stateno = 2600) && (animelem = 14,>0)
trigger9 = (var(56) = 1)
trigger10 = (stateno = 1000) && movehit
trigger11 = (stateno = 3020) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 3520) && movehit
trigger12 = var(58) >=500 && (var(56) = 0)
trigger13 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger14 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger15 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger16 = (stateno = [4010,4020]) && movehit
trigger16 = var(58) >=500 && (var(56) = 0)
trigger17 = (stateno = [4510,4520]) && movehit
trigger17 = var(58) >=500 && (var(56) = 0)
trigger18 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger19 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger20 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger20 = var(58) >=500 && (var(56) = 0)
trigger21 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger21 = var(58) >=500 && (var(56) = 0)
trigger22 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger23 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact




[State -1, AI Bakuretsu Hurricane Tiger Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 = [-178,0)
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=9)*70)*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [38,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -100
triggerall = (prevstateno !=[7000,10000]) && (stateno !=[7000,10000])
triggerall = (P2statetype != A) && (P2movetype != A) && (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (power >= 1000)
trigger1 = (p2bodydist x =[60,160]) && (random=[300*(Ailevel / 8.0 ),429*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [810,845]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [810,845]
trigger4 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [850,885]
trigger4 = var(58) >=500 && (var(56) = 0)
trigger5 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [850,885]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 2600) && (animelem = 14,>0) && random= [900,935]
trigger6 = (var(56) = 1)
trigger7 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [850,885]
trigger7 = (var(56) = 1)
trigger8 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [850,885]
trigger8 = (var(56) = 1)
trigger9 = (stateno = 2600) && (animelem = 14,>0) && random= [900,935]
trigger9 = (var(56) = 1)
trigger10 = (stateno = 1000) && movehit && random= [940,975]
trigger11 = (stateno = 3020) && movehit && random= [620,655]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 3520) && movehit  && random= [720,755]
trigger12 = var(58) >=500 && (var(56) = 0)
trigger13 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [940,975]
trigger14 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [620,655]
trigger15 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [720,755]
trigger16 = (stateno = [4010,4020]) && movehit && random= [660,695]
trigger16 = var(58) >=500 && (var(56) = 0)
trigger17 = (stateno = [4510,4520]) && movehit && random= [760,795]
trigger17 = var(58) >=500 && (var(56) = 0)
trigger18 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [660,695]
trigger19 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [760,795]
trigger20 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [240,275]
trigger20 = var(58) >=500 && (var(56) = 0)
trigger21 = (stateno = 2110) && (animelem = 38,>0) && movehit  && random= [100,135]
trigger21 = var(58) >=500 && (var(56) = 0)
trigger22 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [240,275]
trigger23 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,135]
value = 8000



[State -1, Screw Straight]
type = ChangeState
value = 10000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = statetype != A
triggerall = p2statetype != A || p2bodydist y + 135*enemynear,vel y + helper(33000),fvar(39)*135*136*0.5 = [-266,0)
triggerall = enemynear,animtime <= -135 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 135
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=136)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*135*enemynear,vel x && p2bodydist x <= 366+135*enemynear,vel x
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = power >= 3000
triggerall = (var(58)>=1000) && (var(56)=0)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 1000) && movehit
trigger3 = (stateno = 3020) && movehit
trigger4 = (stateno = 3520) && movehit
trigger5 = (stateno = [4010,4020]) && movehit
trigger6 = (stateno = [4510,4520]) && movehit
trigger7 = (stateno = [200,440]) && movehit
trigger8 = (stateno = 2500) && (anim =2501 && animelem = 4,>0)
trigger9 = (stateno = 2500) && (anim =2502 && animelem = 6,>0)
trigger10 = (stateno = 2600) && (animelem = 14,>0)
trigger11 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger12 = (stateno = 2110) && (animelem = 38,>0) && movehit



[State -1, Screw Straight]
type = ChangeState
value = 10000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = statetype != A
triggerall = p2statetype != A || p2bodydist y + 135*enemynear,vel y + helper(33000),fvar(39)*135*136*0.5 = [-266,0)
triggerall = enemynear,animtime <= -135 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 135
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=136)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*135*enemynear,vel x && p2bodydist x <= 366+135*enemynear,vel x
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = power >= 2000
triggerall = (var(56)=1)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 7000) && (animelem = 18, >0)
trigger3 = (stateno = 7500) && (animelem = 18, >0)
trigger4 = (stateno = 8020) && (animelem = 21, >0)
trigger5 = (stateno = 2010) && (animelem = 15,>0) && movecontact
trigger6 = (stateno = 2110) && (animelem = 38,>0) && movecontact





[State -1, AI Screw Straight]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2statetype != A || p2bodydist y + 135*enemynear,vel y + helper(33000),fvar(39)*135*136*0.5 = [-266,0)
triggerall = enemynear,animtime <= -135 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 135
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)<=136)*70)*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*135*enemynear,vel x && p2bodydist x <= 366+135*enemynear,vel x
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = (p2bodydist y = [-60, 60]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype != A) && (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger1 = (p2bodydist x =[60,160]) && (random=[400*(Ailevel / 8.0 ),649*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger2 = (stateno = 1000) && movehit && random= [800,855]
trigger3 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger3 = (stateno = 3020) && movehit && random= [700,755]
trigger4 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger4 = (stateno = 3520) && movehit && random= [100,155]
trigger5 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger5 = (stateno = [4010,4020]) && movehit && random= [200,255]
trigger6 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger6 = (stateno = [4510,4520]) && movehit && random= [300,355]
trigger7 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger7 = (stateno = [200,440]) && movehit && random= [400,455]
trigger8 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger8 = (stateno = 2500) && (anim =2501 && animelem = 4,>0) && random= [900,955]
trigger9 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger9 = (stateno = 2500) && (anim =2502 && animelem = 6,>0) && random= [900,955]
trigger10 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger10 = (stateno = 2600) && (animelem = 14,>0) && random= [900,955]
trigger11 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger11 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [500,555]
trigger12 = (var(58)>=1000) && (var(56)=0) && power >= 3000
trigger12 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [0,55]
trigger13 = (var(56)=1) && power >= 2000
trigger13 = (stateno = 2010) && (animelem = 15,>0) && movecontact && random= [500,555]
trigger14 = (var(56)=1) && power >= 2000
trigger14 = (stateno = 2110) && (animelem = 38,>0) && movecontact && random= [0,55]
trigger15 = (var(56)=1) && power >= 2000
trigger15 = (stateno = 7000) && (animelem = 18, >0) && (random=[100*(Ailevel / 8.0 ),199*(Ailevel / 8.0 )])
trigger16 = (var(56)=1) && power >= 2000
trigger16 = (stateno = 7500) && (animelem = 18, >0) && (random=[400*(Ailevel / 8.0 ),499*(Ailevel / 8.0 )])
trigger17 = (var(56)=1) && power >= 2000
trigger17 = (stateno = 8020) && (animelem = 21, >0) && (random=[800*(Ailevel / 8.0 ),899*(Ailevel / 8.0 )])
value = 10000




;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1 || 1
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*AILevel
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x-7*enemynear,vel x = [68,144]
triggerall = ctrl
triggerall = stateno != 100
trigger1 = 1
trigger1 = p2bodydist X < 20
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = 1
trigger2 = p2bodydist X < 20
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



[State -1, AI Throw]
type = changestate
triggerall = AIlevel && numenemy
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*AILevel
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x-7*enemynear,vel x = [68,144]
triggerall = roundstate = 2 && Statetype != A && stateno != 100
triggerall = p2statetype != A && p2statetype != L && p2movetype != H && p2movetype != A
trigger1 = (p2bodydist x =[0,30]) && (p2bodydist y = [ -10, 10]) && (random=[0,79*(Ailevel / 8.0)])
trigger2 = (p2stateno=[120,140]) && (p2bodydist x =[-10,40]) && (p2bodydist y = [ -10, 10]) && (random=[400*(Ailevel / 8.0),479*(Ailevel / 8.0)])
value = 800



;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -188
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 20*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -188
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 20*AILevel
triggerall = p2bodydist x-8*enemynear,vel x = [40,126]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,90]) && (random=[0,69*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 200


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 >= -178
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 19*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = 1
triggerall = p2bodydist x >= 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y + helper(33000),fvar(39)*5*6*0.5 >= -178
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 19*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [56,136]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -106
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,110]) && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
value = 210


[State -1, Stand Close Punch]
type = ChangeState
value = 220
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 >= -196
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 16*AILevel
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = 1
triggerall = p2bodydist x < 50
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Close Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y + helper(33000),fvar(39)*10*11*0.5 >= -196
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 16*AILevel
triggerall = p2bodydist x-10*enemynear,vel x = [32,98]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -110
triggerall = (p2statetype != A) && (p2bodydist x =[0,39])
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A)  && (random=[70*(Ailevel / 8.0 ),139*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [900,950]
trigger3 = (stateno = 230) && movecontact && random= [800,850]
trigger4 = (stateno = 400) && movecontact && random= [700,750]
trigger5 = (stateno = 430) && movecontact && random= [600,650]
value = 220


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 >= -168
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 21*AILevel
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Stand Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y + helper(33000),fvar(39)*6*7*0.5 >= -168
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 21*AILevel
triggerall = p2bodydist x-6*enemynear,vel x = [18,118]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-30, 30]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,100]) && (random=[140*(Ailevel / 8.0 ),209*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [100,150]
trigger3 = (stateno = 230) && movecontact && random= [200,250]
trigger4 = (stateno = 400) && movecontact && random= [300,350]
trigger5 = (stateno = 430) && movecontact && random= [400,450]
value = 230


[State -1, Standing Hard Kick]
type = ChangeState
value = 240
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -148
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 12*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Stand Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -148
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 12*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [56,128]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,120]) && (random=[210*(Ailevel / 8.0 ),279*(Ailevel / 8.0 )])
value = 240


[State -1, BLOW BACK ATTACK]
type = ChangeState
value = 250
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 >= -178
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 13*AILevel
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI BLOW BACK ATTACK]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y + helper(33000),fvar(39)*14*15*0.5 >= -178
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 13*AILevel
triggerall = p2bodydist x-14*enemynear,vel x = [12,144]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -97
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101])) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (Statetype != A) && (p2bodydist x =[40,120]) && (random=[800*(Ailevel / 8.0 ),869*(Ailevel / 8.0 )])
value = 250


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -126
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 20*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -126
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 20*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [42,88]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,80]) && (random=[0,49*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [960,990]
trigger3 = (stateno = 230) && movecontact && random= [860,890]
trigger4 = (stateno = 400) && movecontact && random= [760,790]
trigger5 = (stateno = 430) && movecontact && random= [660,690]
value = 400


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -124
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 17*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Punch]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y + helper(33000),fvar(39)*8*9*0.5 >= -124
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 17*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [26,116]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-20, 20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[20,110]) && (random=[50*(Ailevel / 8.0 ),99*(Ailevel / 8.0 )])
value = 410


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -64
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 22*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 =  statetype != A
trigger2 = stateno = 200  || stateno = 400  || stateno = 430
trigger2 = movecontact



[State -1, AI Crouching Light Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y + helper(33000),fvar(39)*7*8*0.5 >= -64
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 22*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 118+7*(vel x+enemynear,vel x)
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2movetype != A) && (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[0,110]) && (random=[100*(Ailevel / 8.0 ),149*(Ailevel / 8.0 )])
trigger2 = (stateno = 200) && movecontact && random= [160,190]
trigger3 = (stateno = 230) && movecontact && random= [260,290]
trigger4 = (stateno = 400) && movecontact && random= [360,390]
trigger5 = (stateno = 430) && movecontact && random= [460,490]
value = 430


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 >= -54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 15*AILevel
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = 1
triggerall = 1
trigger1 = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))



[State -1, AI Crouching Strong Kick]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y + helper(33000),fvar(39)*9*10*0.5 >= -54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 15*AILevel
triggerall = p2bodydist x-9*(vel x+enemynear,vel x) = [60,160]
triggerall = (p2statetype != A)
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (Statetype != A) && (p2bodydist x =[40,150]) && (random=[150*(Ailevel / 8.0 ),199*(Ailevel / 8.0 )])
value = 440


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 34*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*7*8*0.5 = [-150,60]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 34*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*7*(vel x+enemynear,vel x) && p2bodydist x <= 69+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 600


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Strong Punch]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-96,110]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [11,79]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[260*(Ailevel / 8.0 ),319*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 610


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 39*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl



[State -1, AI Air Light Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*6*7*0.5 = [-90,156]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 39*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*6*(vel x+enemynear,vel x) && p2bodydist x <= 49+6*(vel x+enemynear,vel x)
triggerall =  (statetype = A) && (p2bodydist x = [0,50])&& (p2bodydist y = [-60,60])
triggerall =  p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[320*(Ailevel / 8.0 ),379*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 600) && movehit && random= [180,200]
trigger3 = (stateno = 630) && movehit && random= [180,200]
value = 630


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl





[State -1, AI Air Strong Kick]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-68,120]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*8*(vel x+enemynear,vel x) && p2bodydist x <= 111+8*(vel x+enemynear,vel x)
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = (statetype = A) && (p2bodydist x = [0,60])&& (p2bodydist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[380*(Ailevel / 8.0 ),439*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 640


[State -1, BLOW BACK ATTACK in air]
type = ChangeState
value = 650
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = 1 || 1
triggerall = statetype = A
trigger1 = ctrl


[State -1, AI BLOW BACK ATTACK AIR]
type = changestate
Triggerall = (AIlevel)&& (roundstate = 2)
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) + (helper(33000),fvar(39)-helper(33000),fvar(37))*8*9*0.5 = [-70,114]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2bodydist x-8*(vel x+enemynear,vel x) = [-7,119]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl) && (p2movetype != A) && (enemynear, vel x > -1)
trigger1 = (statetype = A) && (p2bodydist x =[40,90]) && (random=[500*(Ailevel / 8.0 ),569*(Ailevel / 8.0 )])
value = 650


[State -1, Step-In Middle Kick]
type = ChangeState
value = 1000
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -188
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 14*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = statetype != A
triggerall = 1
trigger1 = 1
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact
trigger4 = (stateno = 210) && movecontact
trigger5 = (stateno = 220) && movecontact



[State -1, AI Step-In Middle Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -188
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 14*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [62,146]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = (statetype != A)
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[40,140]) && (random=[750*(Ailevel / 8.0 ),799*(Ailevel / 8.0 )])
trigger2 = (stateno = [200,240]) && movecontact && random= [70,95]
trigger3 = (stateno = [400,440]) && movecontact && random= [170,195]
value = 1000


[State -1, Sliding]
type = ChangeState
value = 1500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 21*enemynear,vel y + helper(33000),fvar(39)*21*22*0.5 >= -70
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 10*AILevel|| p2statetype = A && random <= 25*AILevel
triggerall = p2bodydist x-21*enemynear,vel x = [-38,42]
triggerall = 1
triggerall = Statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger3 = (stateno = 2110) && (animelem = 38,>0) && movehit



[State -1, AI Sliding]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2statetype != A)
triggerall = p2bodydist y + 21*enemynear,vel y + helper(33000),fvar(39)*21*22*0.5 >= -70
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 10*AILevel|| p2statetype = A && random <= 25*AILevel
triggerall = p2bodydist x-21*enemynear,vel x = [-38,42]
triggerall = (p2bodydist y = [-10, 10]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (ctrl || (stateno = [100, 101]))
trigger1 = (p2bodydist x =[80,260]) && (random=[700*(Ailevel / 8.0 ),749*(Ailevel / 8.0 )])
trigger2 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [0,35]
trigger3 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,135]
value = 1500


[State -1, Hurricane Upper x]
type = ChangeState
value = 2501
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 10*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Hurricane Upper]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 10*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = (p2bodydist y = [-80, 80]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist x =[180,440]) && (random=[450*(Ailevel / 8.0 ),499*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [770,795]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [770,795]
trigger4 = (stateno = 1000) && movehit && random= [740,765]
trigger5 = (stateno = 3020) && movehit && random= [700,725]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [670,695]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)&& random= [740,765]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)&& random= [700,725]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)&& random= [670,695]
trigger10 = (stateno = [4010,4020]) && movehit && random= [640,665]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [600,625]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [640,665]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [600,625]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [570,595]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [540,565]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [570,595]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [540,565]
value = 2501 + random%2


[State -1, Hurricane Upper y]
type = ChangeState
value = 2502
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 11*enemynear,vel y + helper(33000),fvar(39)*11*12*0.5 >= -268
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 10*AILevel
triggerall = p2bodydist x-11*enemynear,vel x = [-48,88]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, Tiger Kick a]
type = ChangeState
value = 3001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 41*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 41*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,260]) && (random=[500*(Ailevel / 8.0 ),549*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [470,495]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [470,495]
trigger4 = (stateno = 1000) && movehit && random= [500,525]
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [500,525]
trigger6 = (stateno = [4010,4020]) && movehit && random= [440,565]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit && random= [370,395]
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [440,565]
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [370,395]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [340,365]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [300,325]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [340,365]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [300,325]
value = 3001 + random%2


[State -1, Tiger Kick b]
type = ChangeState
value = 3002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y = [-70,146]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 41*AILevel
triggerall = p2dist x >= 0 && p2bodydist x <=59
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger6 = (stateno = [4010,4020]) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = [4510,4520]) && movehit
trigger7 = var(58) >=500 && (var(56) = 0)
trigger8 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger9 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Tiger Kick]
type = ChangeState
value = 3500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 27*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Tiger Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*10*11*0.5 = [-70,146]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 27*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*10*enemynear,vel x && p2bodydist x <= 59+10*enemynear,vel x
triggerall = (p2bodydist y = [-100, 100]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && power >=1000
trigger1 = (p2bodydist x =[180,400]) && (random=[500*(Ailevel / 8.0 ),589*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [920,960]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [920,960]
trigger4 = (stateno = 1000) && movehit && random= [820,860]
trigger5 = (stateno = 3020) && movehit && random= [120,160]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [450,490]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [820,860]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [120,160]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [450,490]
trigger10 = (stateno = [4010,4020]) && movehit && random= [750,790]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [0,40]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [750,790]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [0,40]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [600,640]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [340,380]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [600,640]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [340,380]
value = 3500


[State -1, Slash Kick a]
type = ChangeState
value = 4001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 34*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact


[State -1, A.I Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 34*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A)
trigger1 = (p2bodydist x =[140,380]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [270,295]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [270,295]
trigger4 = (stateno = 1000) && movehit && random= [240,265]
trigger5 = (stateno = 3020) && movehit && random= [200,225]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [170,195]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [240,265]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [200,225]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [170,195]
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [140,165]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [100,125]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [140,165]
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [100,125]
value = 4001 + random%2


[State -1, Slash Kick b]
type = ChangeState
value = 4002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y = [-172,-132]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 34*AILevel
triggerall = p2bodydist x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger13 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Slash Kick]
type = ChangeState
value = 4500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -172
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 14*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI EX Slash Kick]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 12*enemynear,vel y + helper(33000),fvar(39)*12*13*0.5 >= -172
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 14*AILevel
triggerall = p2bodydist x-12*enemynear,vel x = [12,160]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = (p2bodydist y = [-40, 40]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (enemynear, vel y >= 0) && (enemynear, vel x > -1) && (P2statetype != A) && power >=1000
trigger1 = (p2bodydist x =[160,300]) && (random=[200*(Ailevel / 8.0 ),289*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [40,80]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [40,80]
trigger4 = (stateno = 1000) && movehit && random= [330,370]
trigger5 = (stateno = 3020) && movehit && random= [830,870]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [150,190]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [330,370]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [830,870]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [150,190]
trigger10 = (stateno = [4010,4020]) && movehit && random= [650,690]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [710,750]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [950,990]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [710,750]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [500,540]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [440,480]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [500,540]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [440,480]
value = 4500


[State -1, Ougon no Kakato a]
type = ChangeState
value = 6001
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 26*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, AI Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 26*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1)
trigger1 = (p2bodydist x =[100,320]) && (random=[550*(Ailevel / 8.0 ),599*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)  && random= [120,145]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [120,145]
trigger4 = (stateno = 1000) && movehit && random= [420,445]
trigger5 = (stateno = 3020) && movehit && random= [820,845]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [970,995]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [420,445]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [820,845]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [970,995]
trigger10 = (stateno = [4010,4020]) && movehit && random= [270,295]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [870,895]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [270,295]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [870,895]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [530,555]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [630,655]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [630,655]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [630,655]
value = 6001 + random%2


[State -1, Ougon no Kakato b]
type = ChangeState
value = 6002
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*5*6*0.5 = [-272,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 26*AILevel
triggerall = p2bodydist x-5*enemynear,vel x = [-13,37]
triggerall = 1
triggerall = statetype != A
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact



[State -1, EX Ougon no Kakato]
type = ChangeState
value = 6500
triggerall = AILevel > 0 && roundstate = 2
triggerall = 1
triggerall = 1
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 23*AILevel
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0)
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1)
trigger4 = (stateno = 1000) && movehit
trigger5 = (stateno = 3020) && movehit
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1)
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1)
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1)
trigger10 = (stateno = [4010,4020]) && movehit
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1)
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1)
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact





[State -1, AI EX Ougon no Kakato]
type = ChangeState
triggerall = (AIlevel) && (roundstate = 2)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (statetype != A) && (p2stateno != [120, 155])
triggerall = p2bodydist y + 13*enemynear,vel y + (helper(33000),fvar(39)-helper(33000),fvar(37))*13*14*0.5 = [-272,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 23*AILevel
triggerall = p2bodydist x-13*enemynear,vel x = [-13,37]
triggerall = (p2bodydist y = [-120, 120]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (P2statetype = A) && (enemynear, vel x > -1) && power >= 1000
trigger1 = (p2bodydist x =[120,300]) && (random=[600*(Ailevel / 8.0 ),689*(Ailevel / 8.0 )])
trigger1 = (ctrl || (stateno = [100, 101]))
trigger2 = (stateno = [200,440]) && movehit && (var(56) = 0) && random= [310,350]
trigger3 = (stateno = [200,440]) && movecontact && (var(56) = 1) && random= [310,350]
trigger4 = (stateno = 1000) && movehit && random= [360,400]
trigger5 = (stateno = 3020) && movehit && random= [530,570]
trigger5 = var(58) >=500 && (var(56) = 0)
trigger6 = (stateno = 3520) && movehit && random= [250,290]
trigger6 = var(58) >=500 && (var(56) = 0)
trigger7 = (stateno = 1000) && movecontact && (var(56) = 1) && random= [360,400]
trigger8 = (stateno = 3020) && movecontact && (var(56) = 1) && random= [530,570]
trigger9 = (stateno = 3520) && movecontact && (var(56) = 1) && random= [250,290]
trigger10 = (stateno = [4010,4020]) && movehit && random= [850,890]
trigger10 = var(58) >=500 && (var(56) = 0)
trigger11 = (stateno = [4510,4520]) && movehit && random= [900,940]
trigger11 = var(58) >=500 && (var(56) = 0)
trigger12 = (stateno = [4010,4020]) && movecontact && (var(56) = 1) && random= [850,890]
trigger13 = (stateno = [4510,4520]) && movecontact && (var(56) = 1) && random= [900,940]
trigger14 = (stateno = 2010) && (animelem = 15,>0) && movehit && random= [700,740]
trigger14 = var(58) >=500 && (var(56) = 0)
trigger15 = (stateno = 2110) && (animelem = 38,>0) && movehit && random= [750,790]
trigger15 = var(58) >=500 && (var(56) = 0)
trigger16 = (stateno = 2010) && (animelem = 15,>0) && (var(56) = 1) && movecontact && random= [700,740]
trigger17 = (stateno = 2110) && (animelem = 38,>0) && (var(56) = 1) && movecontact && random= [750,790]
value = 6500



;Move and other
[State -1, Super Jump]
type = ChangeState
triggerall = p2movetype = H || enemynear,hitdefattr=sca,at && helper(33000),var(1)<=1 && abs(p2bodydist x) <= 60 || p2bodydist x > 120 || random%5=0 && p2bodydist x = [40,100]
triggerall = p2statetype != L || p2bodydist x > 100 || p2stateno = 5120 && enemynear,animtime = [-41,-30]
triggerall = p2movetype != H || p2statetype = A || p2stateno = [120,159]
triggerall = (!inguarddist || !ctrl || enemynear,hitdefattr=sca,at && helper(33000),var(1)<=1) && AILevel > 0 && roundstate = 2
triggerall = random <= (25+50*(p2movetype = H)+100*(enemynear,hitdefattr=sca,at && helper(33000),var(1)<=1 && abs(p2bodydist x) <= 60))*AILevel
triggerall = 1
trigger1 = 1
trigger1 = StateType != A
trigger1 = ctrl
value = 41



[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = AILevel > 0 && roundstate = 2 && random <= 13*AILevel && stateno != [100,102]
triggerall = 1
trigger1 = 1
trigger1 = Statetype != A
trigger1 = ctrl



[State -1, Run Back]
type = ChangeState
value = 105
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = AILevel > 0 && roundstate = 2 && random <= 3*AILevel && stateno != [105,106]
triggerall = 1
trigger1 = 1
trigger1 = Statetype != A
trigger1 = ctrl



[State -1, AI run]
type = changestate
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = AILevel > 0 && roundstate = 2 && random <= 13*AILevel && stateno != [100,102]
trigger1 = AIlevel && numenemy
trigger1 = Statetype != A && roundstate = 2 && ctrl && random < (80*(AIlevel / 8.0))
trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2bodydist x > 120


[State -1, AI dash]
type = changestate
value = 105
triggerall = AIlevel && numenemy
triggerall = Statetype != A && roundstate = 2 && ctrl
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = AILevel > 0 && roundstate = 2 && random <= 3*AILevel && stateno != [105,106]
triggerall = (p2bodydist x = [0, 80]) && backedgebodydist > 80 && (stateno != [100, 105])
trigger1 = enemynear, movetype = A && random < (80*(AIlevel / 8.0))
trigger2 = enemynear, stateno = 5120 && enemynear, animtime = -3 && random < (200*(AIlevel / 8.0))


[State -1, AI jump]
type = ChangeState
value = 40
triggerall = AILevel
triggerall = (inguarddist) && (roundstate = 2) && (numenemy)
triggerall = p2movetype = H || enemynear,hitdefattr=sca,at && helper(33000),var(1)<=1 && abs(p2bodydist x) <= 60 || p2bodydist x > 120 || random%5=0 && p2bodydist x = [40,100]
triggerall = p2statetype != L || p2bodydist x > 100 || p2stateno = 5120 && enemynear,animtime = [-41,-30]
triggerall = p2movetype != H || p2statetype = A || p2stateno = [120,159]
triggerall = (!inguarddist || !ctrl || enemynear,hitdefattr=sca,at && helper(33000),var(1)<=1) && AILevel > 0 && roundstate = 2
triggerall = random <= (25+50*(p2movetype = H)+100*(enemynear,hitdefattr=sca,at && helper(33000),var(1)<=1 && abs(p2bodydist x) <= 60))*AILevel
triggerall = statetype!=A && ctrl
trigger1 = enemynear,movetype=A && (p2bodydist x = [70,160]) && enemynear,hitdefattr=SC,AT
trigger2 = enemynear, numproj >= 1 && random<(180*(ailevel / 8.0))



;AIhelper
[Statedef 33000]
Ctrl = 0

[State 33000]
type=selfstate
trigger1=!ishelper
value=0

[State 33000]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 33000]
type = nothitby
trigger1 = 1
value = sca

[STATE 超必殺判定]
type = VarSet
triggerall = Time
trigger1 = var(10)>enemy,power
var(9) = (var(10)-enemy,power)

[STATE 超必殺判定(リセット)]
type = VarSet
triggerall = Time
trigger1 = enemynear,movetype=H
trigger2 = enemynear,stateno=[0,105]
trigger3 = enemynear,stateno=[120,155]
trigger4 = enemynear,stateno=[5000,5210]
var(9) = 0

[STATE ENEMY,POWER]
type = VarSet
trigger1 = Time
var(10) = enemynear,power

;めくりガード対応ヘルパー
[State 4444]
Type = PosSet
Trigger1 = 1
X = Ceil(EnemyNear,Pos X)-10*Facing
Y = Ceil(EnemyNear,Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4444]
Type = Turn
Trigger1 = Facing = EnemyNear,Facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;相手がAIか判別

[state -2,ai]
type = varset
trigger1 = roundstate < 2
var(4) = 0

[state -2,ai]
type = varset
trigger1 = abs(var(4)) > 10
var(4) = ifelse(var(4) > 0,10,-10)

[state -2,ai]
type = varadd
trigger1 = (enemynear,stateno=[120,132])&&(enemynear,prevstateno!=[120,155])
trigger1 = enemynear,time <= 1
trigger1 = enemynear,command!="holdback"
var(4) = 1

[state -2,ai]
type = varadd
trigger1 = (enemynear,stateno=[120,132])&&(enemynear,prevstateno!=[120,155])
trigger1 = enemynear,time <= 1
trigger1 = enemynear,command="holdback"
var(4) = -1

[State -1, 直前行動]
type = VarSet
trigger1 = root,movetype = H
trigger1 = root,prevstateno != [5000,5799]
trigger1 = root,stateno != [120,159]
var(13) = root,prevstateno

[State -1, 直前行動]
type = VarSet
trigger1 = root,movetype = A 
var(14) = root,stateno

[State -1, Preview State]
type = VarSet
trigger1 = var(14) != 0
trigger1 = enemynear,movetype != H || enemynear,stateno = [150,159]
var(14) = 0

[State 32000]
type = varset
trigger1 = var(15) != 0
trigger1 = enemynear,movetype != H && root,movetype != A
var(15) = 0

[State 32000]
type = varset
trigger1 = var(15) = 0
trigger1 = enemynear,movetype = H || root,hitdefattr = sca,at
var(15) = root,time

[State 32000]
type = varset
trigger1 = enemynear,statetype = S || enemynear,statetype = L
var(16) = enemynear,const(size.head.pos.y)

[State 32000]
type = varset
trigger1 = enemynear,statetype = C
var(16) = enemynear,const(size.mid.pos.y)

[State 32000]
type = varset
trigger1 = enemynear,statetype = A
var(16) = -99

[State -2,recover]
type=varadd
trigger1=var(17)>0
var(17)=-1
ignorehitpause=1

[State -2,recover]
type=varset
triggerall=var(17)>0
trigger1=enemynear,movetype!=H
var(17)=0

[State -2,ガード硬直]
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 -2,ガード硬直]
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 -2,のけぞり時間]
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 -2,受身不能時間]
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 -2,受身不能時間]
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 -2,受身不能時間]
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

[State -3,up]
type = varset
trigger1 = var(18) <= 0
trigger1 = enemynear,statetype = L
var(18) = 15

[State -3,up]
type = varset
trigger1 = var(18) = 0
trigger1 = root,statetype = L
var(18) = -15

[State -3,up]
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)

;相手のヘルパー数調べ
[state -1];ヘルパー数調べの準備
type=varset
trigger1 = roundstate!=2
var(19)=9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999


[state -1];ヘルパー数を調べる
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

[state -1]
type=varset
triggerall = var(20) != 0
trigger1 = root,movetype = A
trigger2 = root,movetype = H && root,stateno != [120,159]
var(20)=0
ignorehitpause = 1

[state -1]
type=varadd
trigger1 = root,movetype = H && !root,ctrl && root,stateno = [150,159]
var(20)=1
ignorehitpause = 1

[state -1]
type=varadd
trigger1 = var(20) > 0
trigger1 = root,movetype != H
var(20)=-1
ignorehitpause = 1

[state -1]
type=varset
trigger1 = root,movehit = 1
var(21)=ceil(root,p2bodydist y)
ignorehitpause = 1

[State -3]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = enemynear,time <= 1
trigger2 = enemynear,movetype != A
var(0) = 0
IgnoreHitPause = 1

[State -2,time]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = enemynear,hitdefattr = sca,aa,ap,at
trigger1 = var(0) = 0
var(0) = enemynear,time
IgnoreHitPause = 1

[State -3]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = enemynear,time <= 1
trigger2 = enemynear,movetype != A
var(8) = 0
IgnoreHitPause = 1

[State -3]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = root,movetype = H
trigger1 = root,time <= 1
trigger1 = var(8) = 0
var(8) = enemynear,time
IgnoreHitPause = 1

[State 7777,shield]
Type = VarSet
triggerall = var(1) != 0
Trigger1 = EnemyNear,time < 1
trigger2 = enemynear,movetype != A
trigger3 = var(7) = 1
var(1)=0
IgnoreHitPause=1

[State 7777,shield]
Type = VarAdd
Trigger1 = EnemyNear,MoveType=A
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
var(1)=1
IgnoreHitPause=1

[State 7777,shield]
Type = Varset
triggerall = var(7) != 1
Trigger1 = EnemyNear,time <= 1
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP
var(7)=1
IgnoreHitPause=1

[State 7777,shield]
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

[State -2,stateno1]
Type = Varset
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = enemynear,movetype != A
V = 2
value = 0
IgnoreHitPause = 1

[State -2,time]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = enemynear,movetype != A
V = 3
value = 0
IgnoreHitPause = 1

[State 33000,time]
Type = Null
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Var(2) != Enemynear,Stateno
Trigger1 = floor(fvar(0)) = Enemynear,Stateno
trigger1 = var(2) := floor(fvar(0)) || 1
trigger1 = var(3) := floor(1000*(fvar(0)-floor(fvar(0))))
Trigger2 = floor(fvar(1)) = Enemynear,Stateno
trigger2 = var(2) := floor(fvar(1)) || 1
trigger2 = var(3) := floor(1000*(fvar(1)-floor(fvar(1))))
Trigger3 = floor(fvar(2)) = Enemynear,Stateno
trigger3 = var(2) := floor(fvar(2)) || 1
trigger3 = var(3) := floor(1000*(fvar(2)-floor(fvar(2))))
Trigger4 = floor(fvar(3)) = Enemynear,Stateno
trigger4 = var(2) := floor(fvar(3)) || 1
trigger4 = var(3) := floor(1000*(fvar(3)-floor(fvar(3))))
Trigger5 = floor(fvar(4)) = Enemynear,Stateno
trigger5 = var(2) := floor(fvar(4)) || 1
trigger5 = var(3) := floor(1000*(fvar(4)-floor(fvar(4))))
Trigger6 = floor(fvar(5)) = Enemynear,Stateno
trigger6 = var(2) := floor(fvar(5)) || 1
trigger6 = var(3) := floor(1000*(fvar(5)-floor(fvar(5))))
Trigger7 = floor(fvar(6)) = Enemynear,Stateno
trigger7 = var(2) := floor(fvar(6)) || 1
trigger7 = var(3) := floor(1000*(fvar(6)-floor(fvar(6))))
Trigger8 = floor(fvar(7)) = Enemynear,Stateno
trigger8 = var(2) := floor(fvar(7)) || 1
trigger8 = var(3) := floor(1000*(fvar(7)-floor(fvar(7))))
Trigger9 = floor(fvar(8)) = Enemynear,Stateno
trigger9 = var(2) := floor(fvar(8)) || 1
trigger9 = var(3) := floor(1000*(fvar(8)-floor(fvar(8))))
Trigger10 = floor(fvar(9)) = Enemynear,Stateno
trigger10 = var(2) := floor(fvar(9)) || 1
trigger10 = var(3) := floor(1000*(fvar(9)-floor(fvar(9))))
Trigger11 = floor(fvar(10)) = Enemynear,Stateno
trigger11 = var(2) := floor(fvar(10)) || 1
trigger11 = var(3) := floor(1000*(fvar(10)-floor(fvar(10))))
Trigger12 = floor(fvar(11)) = Enemynear,Stateno
trigger12 = var(2) := floor(fvar(11)) || 1
trigger12 = var(3) := floor(1000*(fvar(11)-floor(fvar(11))))
Trigger13 = floor(fvar(12)) = Enemynear,Stateno
trigger13 = var(2) := floor(fvar(12)) || 1
trigger13 = var(3) := floor(1000*(fvar(12)-floor(fvar(12))))
Trigger14 = floor(fvar(13)) = Enemynear,Stateno
trigger14 = var(2) := floor(fvar(13)) || 1
trigger14 = var(3) := floor(1000*(fvar(13)-floor(fvar(13))))
Trigger15 = floor(fvar(14)) = Enemynear,Stateno
trigger15 = var(2) := floor(fvar(14)) || 1
trigger15 = var(3) := floor(1000*(fvar(14)-floor(fvar(14))))
Trigger16 = floor(fvar(15)) = Enemynear,Stateno
trigger16 = var(2) := floor(fvar(15)) || 1
trigger16 = var(3) := floor(1000*(fvar(15)-floor(fvar(15))))
Trigger17 = floor(fvar(16)) = Enemynear,Stateno
trigger17 = var(2) := floor(fvar(16)) || 1
trigger17 = var(3) := floor(1000*(fvar(16)-floor(fvar(16))))
Trigger18 = floor(fvar(17)) = Enemynear,Stateno
trigger18 = var(2) := floor(fvar(17)) || 1
trigger18 = var(3) := floor(1000*(fvar(17)-floor(fvar(17))))
Trigger19 = floor(fvar(18)) = Enemynear,Stateno
trigger19 = var(2) := floor(fvar(18)) || 1
trigger19 = var(3) := floor(1000*(fvar(18)-floor(fvar(18))))
Trigger20 = floor(fvar(19)) = Enemynear,Stateno
trigger20 = var(2) := floor(fvar(19)) || 1
trigger20 = var(3) := floor(1000*(fvar(19)-floor(fvar(19))))
Trigger21 = floor(fvar(20)) = Enemynear,Stateno
trigger21 = var(2) := floor(fvar(20)) || 1
trigger21 = var(3) := floor(1000*(fvar(20)-floor(fvar(20))))
Trigger22 = floor(fvar(21)) = Enemynear,Stateno
trigger22 = var(2) := floor(fvar(21)) || 1
trigger22 = var(3) := floor(1000*(fvar(21)-floor(fvar(21))))
Trigger23 = floor(fvar(22)) = Enemynear,Stateno
trigger23 = var(2) := floor(fvar(22)) || 1
trigger23 = var(3) := floor(1000*(fvar(22)-floor(fvar(22))))
Trigger24 = floor(fvar(23)) = Enemynear,Stateno
trigger24 = var(2) := floor(fvar(23)) || 1
trigger24 = var(3) := floor(1000*(fvar(23)-floor(fvar(23))))
Trigger25 = floor(fvar(24)) = Enemynear,Stateno
trigger25 = var(2) := floor(fvar(24)) || 1
trigger25 = var(3) := floor(1000*(fvar(24)-floor(fvar(24))))
Trigger26 = floor(fvar(25)) = Enemynear,Stateno
trigger26 = var(2) := floor(fvar(25)) || 1
trigger26 = var(3) := floor(1000*(fvar(25)-floor(fvar(25))))
Trigger27 = floor(fvar(26)) = Enemynear,Stateno
trigger27 = var(2) := floor(fvar(26)) || 1
trigger27 = var(3) := floor(1000*(fvar(26)-floor(fvar(26))))
Trigger28 = floor(fvar(27)) = Enemynear,Stateno
trigger28 = var(2) := floor(fvar(27)) || 1
trigger28 = var(3) := floor(1000*(fvar(27)-floor(fvar(27))))
Trigger29 = floor(fvar(28)) = Enemynear,Stateno
trigger29 = var(2) := floor(fvar(28)) || 1
trigger29 = var(3) := floor(1000*(fvar(28)-floor(fvar(28))))
Trigger30 = floor(fvar(29)) = Enemynear,Stateno
trigger30 = var(2) := floor(fvar(29)) || 1
trigger30 = var(3) := floor(1000*(fvar(29)-floor(fvar(29))))
Trigger31 = floor(fvar(30)) = Enemynear,Stateno
trigger31 = var(2) := floor(fvar(30)) || 1
trigger31 = var(3) := floor(1000*(fvar(30)-floor(fvar(30))))
Trigger32 = floor(fvar(31)) = Enemynear,Stateno
trigger32 = var(2) := floor(fvar(31)) || 1
trigger32 = var(3) := floor(1000*(fvar(31)-floor(fvar(31))))
Trigger33 = floor(fvar(32)) = Enemynear,Stateno
trigger33 = var(2) := floor(fvar(32)) || 1
trigger33 = var(3) := floor(1000*(fvar(32)-floor(fvar(32))))
Trigger34 = floor(fvar(33)) = Enemynear,Stateno
trigger34 = var(2) := floor(fvar(33)) || 1
trigger34 = var(3) := floor(1000*(fvar(33)-floor(fvar(33))))
Trigger35 = floor(fvar(34)) = Enemynear,Stateno
trigger35 = var(2) := floor(fvar(34)) || 1
trigger35 = var(3) := floor(1000*(fvar(34)-floor(fvar(34))))
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 -2,pointer]
Type = VarAdd
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = var(6) < 35
Trigger1 = var(5) > 0 && var(0) != 0
var(6) = 1
IgnoreHitPause = 1

[State -2,reset]
Type = VarSet
Trigger1 = Var(5) > 0 && var(0) != 0
var(5) = 0
IgnoreHitPause = 1

[State -2,stateno3]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = enemynear,movetype = A
TriggerAll = Var(2) != enemynear,stateno
Trigger1 = var(0) != 0
var(2) = enemynear,stateno
IgnoreHitPause = 1

[State -2,time]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = enemynear,movetype = A
TriggerAll = Var(2) = enemynear,stateno
Trigger1 = var(0) != 0
var(3) = var(0)
IgnoreHitPause = 1

[State -2,max]
Type = Varset
Trigger1 = var(3) > 999
var(3) = 999
IgnoreHitPause = 1

[State -2,pointer]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = enemynear,movetype = A && var(0) != 0
TriggerAll = Var(6) <= 35
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 -2,record]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = var(5) = 1
FV = Var(6)
Value = Var(2)+0.001*Var(3)
IgnoreHitPause = 1

[State -2, 判定用Var]
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 && root,movetype != H
var(50) = 0
IgnoreHitPause = 1

[State -2, 判定用Var]
Type = VarSet
trigger1 = root,stateno = [120,155]
trigger1 = root,statetype = C
var(50) = 1
IgnoreHitPause = 1

[State -2, 判定用Var]
Type = VarSet
trigger1 = root,stateno = [120,155]
trigger1 = root,statetype = S
var(50) = 2
IgnoreHitPause = 1

[State -2, 判定用Varのリセット]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = var(22)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger2 = Root,MoveType = A
V = 22
Value = 0
IgnoreHitPause = 1

[State -2, 下段(立ちガード不可攻撃)判定]
Type = VarSet
TriggerAll = RoundState = 2 && Var(22) = 0
TriggerAll = root,StateNo != [120,155]
TriggerAll = root,prevStateNo != [5000,5099]
TriggerAll = enemynear,movetype = A
TriggerAll = EnemyNear,StateType = S
TriggerAll = root,movetype = H
triggerall = !enemynear,hitdefattr = sca,at
Trigger1 = root,PrevStateNo = 130 || var(50) = 2
V = 22
Value = 1
IgnoreHitPause = 1

[State -2, 中段(屈みガード不可攻撃)判定]
Type = VarSet
TriggerAll = RoundState = 2 && Var(22) = 0
TriggerAll = root,StateNo != [120,155]
TriggerAll = root,prevStateNo != [5000,5099]
TriggerAll = enemynear,movetype = A
TriggerAll = EnemyNear,StateType = S
TriggerAll = root,movetype = H
triggerall = !enemynear,hitdefattr = sca,at
Trigger1 = root,PrevStateNo = 131 || var(50) = 1
V = 22
Value = 2
IgnoreHitPause = 1

[State 60000,Reset]
type = VarSet
triggerall = var(11) != 0
trigger1 = enemynear,stateno != var(30)
trigger1 = enemynear,stateno != var(31)
trigger1 = enemynear,stateno != var(32)
trigger1 = enemynear,stateno != var(33)
trigger1 = enemynear,stateno != var(34)
trigger1 = enemynear,stateno != var(35)
trigger1 = enemynear,stateno != var(36)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
trigger1 = enemynear,stateno != var(39)
trigger1 = enemynear,stateno != var(40)
trigger1 = enemynear,stateno != var(41)
trigger1 = enemynear,stateno != var(42)
trigger1 = enemynear,stateno != var(43)
trigger2 = enemynear,movetype != A
var(11) = 0
ignorehitpause = 1

[State 60000,下段]
type = VarSet
triggerall = var(11) != 1
trigger1 = var(30) > 0
trigger1 = enemynear,stateno = var(30)
trigger2 = var(31) > 0
trigger2 = enemynear,stateno = var(31)
trigger3 = var(32) > 0
trigger3 = enemynear,stateno = var(32)
var(11) = 1
ignorehitpause = 1

[State 60000,中段]
type = VarSet
triggerall = var(11) != 2
trigger1 = var(33) > 0
trigger1 = enemynear,stateno = var(33)
trigger2 = var(34) > 0
trigger2 = enemynear,stateno = var(34)
trigger3 = var(35) > 0
trigger3 = enemynear,stateno = var(35)
var(11) = 2
ignorehitpause = 1

[State 60000,投]
type = VarSet
triggerall = var(11) != 3
trigger1 = var(36) > 0
trigger1 = enemynear,stateno = var(36)
trigger2 = var(37) > 0
trigger2 = enemynear,stateno = var(37)
trigger3 = var(38) > 0
trigger3 = enemynear,stateno = var(38)
trigger4 = var(39) > 0
trigger4 = enemynear,stateno = var(39)
trigger5 = var(40) > 0
trigger5 = enemynear,stateno = var(40)
trigger6 = var(41) > 0
trigger6 = enemynear,stateno = var(41)
var(11) = 3
ignorehitpause = 1

[State 60000,不可防]
type = VarSet
triggerall = var(11) != 4
trigger1 = var(42) > 0
trigger1 = enemynear,stateno = var(42)
trigger2 = var(43) > 0
trigger2 = enemynear,stateno = var(43)
var(11) = 4
ignorehitpause = 1

[State 60000,下段学習]
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 60000,下段学習2]
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(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 60000,下段学習3]
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(31)
trigger1 = !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)
trigger1 = enemynear,stateno != var(31)
var(32) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = 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 60000,中段学習2]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = 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(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 60000,中段学習3]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = 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)
trigger1 = !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)
trigger1 = enemynear,stateno != var(34)
var(35) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,投]
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 60000,投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 60000,投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)
trigger1 = enemynear,stateno != var(37)
var(38) = enemynear,stateno

[State 60000,投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)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
var(39) = enemynear,stateno

[State 60000,投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)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
trigger1 = enemynear,stateno != var(39)
var(40) = enemynear,stateno

[State 60000,投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)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
trigger1 = enemynear,stateno != var(39)
trigger1 = enemynear,stateno != var(40)
var(41) = enemynear,stateno

[State 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(30)>0
trigger1 = var(30) = var(33) || var(30) = var(34) || var(30) = var(35)
var(42) = var(10)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(31)>0
trigger1 = var(31) = var(33) || var(31) = var(34) || var(31) = var(35)
var(42) = var(31)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(32)>0
trigger1 = var(32) = var(33) || var(32) = var(34) || var(32) = var(35)
var(42) = var(32)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(30)
trigger1 = var(42) = var(30)
var(30) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(31)
trigger1 = var(42) = var(31)
var(31) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(32)
trigger1 = var(42) = var(32)
var(32) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(33)
trigger1 = var(42) = var(33)
var(33) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(34)
trigger1 = var(42) = var(34)
var(34) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(35)
trigger1 = var(42) = var(35)
var(35) = 0
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43)
triggerall = var(42)
trigger1 = var(30)>0
trigger1 = var(30) = var(33) || var(30) = var(34) || var(30) = var(35)
var(43) = ifelse(var(30)!=var(42),var(30),0)
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43)
triggerall = var(42)
trigger1 = var(31)>0
trigger1 = var(31) = var(33) || var(31) = var(34) || var(31) = var(35)
var(43) = ifelse(var(30)!=var(42),var(31),0)
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43)
triggerall = var(42)
trigger1 = var(32)>0
trigger1 = var(32) = var(33) || var(32) = var(34) || var(32) = var(35)
var(43) = ifelse(var(30)!=var(42),var(32),0)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(30)
trigger1 = var(43) = var(30)
var(30) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(31)
trigger1 = var(43) = var(31)
var(31) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(32)
trigger1 = var(43) = var(32)
var(32) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(33)
trigger1 = var(43) = var(33)
var(33) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(34)
trigger1 = var(43) = var(34)
var(34) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(35)
trigger1 = var(43) = var(35)
var(35) = 0
ignorehitpause = 1

[STATE 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))

[STATE eyaccel]
type = VarSet
trigger1 = 1
fvar(39) = ifelse(enemynear,movetype = H && !enemynear,hitshakeover && enemynear,statetype = A,enemynear,gethitvar(yaccel),enemynear,vel y-fvar(38))

[STATE vely]
type = VarSet
trigger1 = 1
fvar(36) = root,vel y

[STATE evely]
type = VarSet
trigger1 = 1
fvar(38) = enemynear,vel y