[Statedef -3]

;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 = 50, 8

;-------------------------------------------------------------------------------
[State 99999,KO Screen]
type=explod
trigger1=!numexplod(8004)&&roundstate=3&&winko&&((stateno=[3000,3999])||(stateno=9500)||(stateno=3500))
id=8004
anim=8004
bindtime=-1
removetime=-1
pos=0,0
postype=back
ownpal=1
sprpriority = -4
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State -3]
type = RemoveExplod
trigger1 = StateNo != (3100);<-What state you were doing the super in
trigger1 = StateNo != (3200)
trigger1 = StateNo != (3000)
trigger1 = StateNo != (3300)
trigger1 = 1;time = 119
id = 9001                             ;<- Which Explod you want to get rid of

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno!=[3600,3909]
trigger1 = NumExplod(9104)>0
id =9104       

;---------------------------------------------------
;floor


[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = AILevel > 0
var(59) = 10
ignorehitpause = 1

[State -3]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000
[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

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

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

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


;Counter
[State -1, Guard Push (Stand)]
type = ChangeState
value = 160
triggerall = stateno = 150
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -9999
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = S
ignorehitpause = 1

[State -1, Guard Push (Crouch)]
type = ChangeState
value = 161
triggerall = stateno = 152
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -9999
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = C
ignorehitpause = 1

[State -1, Guard Push (Air)]
type = ChangeState
value = 162
triggerall = stateno = 154
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - vel y + enemynear,vel y = [-9999,9999]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-11,399]
triggerall = var(59) = 0
trigger1 = statetype = A
ignorehitpause = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,113]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -114
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,98+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 1451 && movecontact
trigger4 = stateno = 1461 && movecontact
trigger5 = stateno = 1471 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,126+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,85+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -32
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,97+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -32
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,103+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -198
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 440 && movecontact
trigger9 = stateno = 430 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -19
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,63+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -40
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,152+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 1451 && movecontact
trigger7 = stateno = 1461 && movecontact
trigger8 = stateno = 1471 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -46
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,73+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-49,5]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-47,16+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-50,-23]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,99+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-104,49]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,69+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 640 && movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-32,37]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,68+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-37,37]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-100,77+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-52,38]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,69+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[State -1, Throw]
type = ChangeState
value = 800
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,9]
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

 [state -1]
type = changestate
value = 800
triggerall = numhelper(2960) = 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,9]
trigger1 = statetype = S && (ctrl)

[State -1]
type = ChangeState
value = 1032
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-60,39]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-102,102+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1300
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1301
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1302
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1310
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-24
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1315
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-24
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1316
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-24
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1325
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1326
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [53,107+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1327
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [103,157+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1330
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-48,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-31,12+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1340
triggerall = power >= 100
triggerall = p2bodydist y + 13*enemynear,vel y >= -82
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1350
triggerall = power >= 100
triggerall = p2bodydist y - 17*(vel y - enemynear,vel y) >= -99
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 11
triggerall = pos Y+17*vel y+const(movement.yaccel)*17*18*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1380
triggerall = p2bodydist y + 10*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,186+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1381
triggerall = p2bodydist y + 10*enemynear,vel y >= -187
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-12,137+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1382
triggerall = p2bodydist y + 10*enemynear,vel y >= -249
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-16,13+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1450
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,131]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1460
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,161]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1470
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,185]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[State -1, Counter]
type = ChangeState
value = 1950
triggerall = power >= 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -187
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-12,137+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

[state -1]
type = changestate
value = 2959
triggerall = numhelper(2960) = 0
triggerall = p2bodydist y + 43*enemynear,vel y >= -39
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-43
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 77
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 3000
triggerall = numhelper(13000) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,694]
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 250 && movecontact

[state -1]
type = changestate
value = 3100
;triggerall = numhelper(13100) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-21,272]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,328]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 3200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -124
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,496+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,498]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 3600
triggerall = numhelper(13600) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -265
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-343,86]
triggerall = random < var(50)*1.1
triggerall = power >= 2000
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 3700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -44
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-6,219]
triggerall = random < var(50)*1.1
triggerall = power >= 3000
trigger1 = statetype = S && (ctrl)
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11250
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,118+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11251
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,142+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11252
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,178+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[state -1]
type = changestate
value = 11255
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,84+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11256
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,96+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11257
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,108+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11260
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,143+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11261
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,191+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11262
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,239+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11280
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-52
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [68,91+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11380
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-52
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [40,75+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11480
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-52
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [122,157+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 12280
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12380
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12480
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
triggerall = random < var(50)*1.1
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
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 = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Air Dash]
type = ChangeState
value = 107
triggerall = stateno != [100,107]
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Air Dash 1]
type = ChangeState
value = 108
triggerall = stateno != [100,107]
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Roll_back]
type = ChangeState
value = 5220
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

[State -1, Roll_fwd]
type = ChangeState
value = 5230
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

;Chance
[State -1, Guard Push (Stand)]
type = ChangeState
value = 160
triggerall = stateno = 150
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -9999
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = S
ignorehitpause = 1

[State -1, Guard Push (Crouch)]
type = ChangeState
value = 161
triggerall = stateno = 152
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -9999
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = C
ignorehitpause = 1

[State -1, Guard Push (Air)]
type = ChangeState
value = 162
triggerall = stateno = 154
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - vel y + enemynear,vel y = [-9999,9999]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = p2bodydist x = [-11,399]
triggerall = var(59) = 0
trigger1 = statetype = A
ignorehitpause = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,113]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -114
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,98+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -45
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 1451 && movecontact
trigger4 = stateno = 1461 && movecontact
trigger5 = stateno = 1471 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,126+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,85+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -32
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,97+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -32
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,103+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -198
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,62+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 440 && movecontact
trigger9 = stateno = 430 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -19
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,63+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -40
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,152+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 1451 && movecontact
trigger7 = stateno = 1461 && movecontact
trigger8 = stateno = 1471 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -46
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,73+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-49,5]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [-47,16+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-50,-23]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,99+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-104,49]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,69+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 640 && movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-32,37]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,68+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-37,37]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [-100,77+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-52,38]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,69+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[State -1, Throw]
type = ChangeState
value = 800
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = p2bodydist x = [0,9]
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

 [state -1]
type = changestate
value = 800
triggerall = numhelper(2960) = 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,9]
trigger1 = statetype = S && (ctrl)

[State -1]
type = ChangeState
value = 1032
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-60,39]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [-102,102+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1300
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1301
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1302
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1310
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -24
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -25
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1315
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -24
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -25
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1316
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -24
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -25
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1325
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1326
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [53,107+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1327
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [103,157+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1330
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-48,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [-31,12+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1340
triggerall = power >= 100
triggerall = p2bodydist y + 13*enemynear,vel y >= -82
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,50+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1350
triggerall = power >= 100
triggerall = p2bodydist y - 17*(vel y - enemynear,vel y) >= -99
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x >= 11
triggerall = pos Y+17*vel y+const(movement.yaccel)*17*18*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1380
triggerall = p2bodydist y + 10*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,186+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1381
triggerall = p2bodydist y + 10*enemynear,vel y >= -187
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [-12,137+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1382
triggerall = p2bodydist y + 10*enemynear,vel y >= -249
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [-16,13+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1450
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,131]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1460
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,161]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1470
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,185]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[State -1, Counter]
type = ChangeState
value = 1950
triggerall = power >= 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -187
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = p2bodydist x = [-12,137+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

[state -1]
type = changestate
value = 2959
triggerall = numhelper(2960) = 0
triggerall = p2bodydist y + 43*enemynear,vel y >= -39
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -43
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -44
triggerall = p2bodydist x >= 77
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 3000
triggerall = numhelper(13000) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,694]
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 250 && movecontact

[state -1]
type = changestate
value = 3100
;triggerall = numhelper(13100) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-21,272]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [0,328]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 3200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -124
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [0,496+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[state -1]
type = changestate
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [0,498]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 3600
triggerall = numhelper(13600) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -265
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [-343,86]
triggerall = random < var(50)*1.1
triggerall = power >= 2000
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 3700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -44
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [-6,219]
triggerall = random < var(50)*1.1
triggerall = power >= 3000
trigger1 = statetype = S && (ctrl)
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11250
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,118+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11251
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,142+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11252
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,178+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[state -1]
type = changestate
value = 11255
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,84+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11256
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,96+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11257
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,108+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11260
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,143+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11261
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,191+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11262
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,239+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11280
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -52
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -53
triggerall = p2bodydist x = [68,91+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11380
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -52
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -53
triggerall = p2bodydist x = [40,75+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11480
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -52
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -53
triggerall = p2bodydist x = [122,157+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 12280
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12380
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12480
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
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 = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Air Dash]
type = ChangeState
value = 107
triggerall = stateno != [100,107]
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Air Dash 1]
type = ChangeState
value = 108
triggerall = stateno != [100,107]
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Roll_back]
type = ChangeState
value = 5220
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

[State -1, Roll_fwd]
type = ChangeState
value = 5230
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

;Combo
[State -1, Guard Push (Stand)]
type = ChangeState
value = 160
triggerall = stateno = 150
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + enemynear,vel y + enemynear,gethitvar(yaccel) = [-9999,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 1
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=2)*49)*var(59)
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = S
ignorehitpause = 1

[State -1, Guard Push (Crouch)]
type = ChangeState
value = 161
triggerall = stateno = 152
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + enemynear,vel y + enemynear,gethitvar(yaccel) = [-9999,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 1
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=2)*49)*var(59)
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = C
ignorehitpause = 1

[State -1, Guard Push (Air)]
type = ChangeState
value = 162
triggerall = stateno = 154
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - vel y + enemynear,vel y = [-9999,9999]
triggerall = p2movetype = H && helper(33000),var(17) > 1
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=2)*49)*var(59)
triggerall = p2bodydist x = [-11,399]
triggerall = var(59) = 0
trigger1 = statetype = A
ignorehitpause = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,113]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-114,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,98+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-45,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 1451 && movecontact
trigger4 = stateno = 1461 && movecontact
trigger5 = stateno = 1471 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,126+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,85+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-32,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,97+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-32,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,103+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-198,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,62+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 440 && movecontact
trigger9 = stateno = 430 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-19,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,63+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-40,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,152+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 1451 && movecontact
trigger7 = stateno = 1461 && movecontact
trigger8 = stateno = 1471 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-46,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,73+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-49,5]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [-47,16+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-50,-23]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,99+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-104,49]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,69+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 640 && movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-32,37]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,68+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-37,37]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [-100,77+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-52,38]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,69+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[State -1]
type = ChangeState
value = 1032
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-60,39]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [-102,102+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1300
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-49,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=27)*49)*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1301
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-49,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=27)*49)*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1302
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-49,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=27)*49)*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1310
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = H && helper(33000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=25)*49)*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1315
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = H && helper(33000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=25)*49)*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1316
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype = H && helper(33000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=25)*49)*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1325
triggerall = numhelper(1321) = 0
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-111,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1326
triggerall = numhelper(1321) = 0
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-111,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [53,107+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1327
triggerall = numhelper(1321) = 0
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-111,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [103,157+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1330
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-48,118]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [-31,12+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1340
triggerall = power >= 100
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-82,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,50+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1350
triggerall = power >= 100
triggerall = p2bodydist y - 17*(vel y - enemynear,vel y) >= -99
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x >= 11
triggerall = pos Y+17*vel y+const(movement.yaccel)*17*18*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1380
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,186+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1381
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-187,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [-12,137+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1382
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-249,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [-16,13+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1450
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,131]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1460
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,161]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1470
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,185]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[State -1, Counter]
type = ChangeState
value = 1950
triggerall = power >= 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + enemynear,vel y + enemynear,gethitvar(yaccel) = [-187,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 1
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=2)*49)*var(59)
triggerall = p2bodydist x = [-12,137+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

[state -1]
type = changestate
value = 2959
triggerall = numhelper(2960) = 0
triggerall = p2statetype != A || p2bodydist y + 43*enemynear,vel y + enemynear,gethitvar(yaccel)*43*44*0.5 = [-39,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 43
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=44)*49)*var(59)
triggerall = p2bodydist x >= 77
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 3000
triggerall = numhelper(13000) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-58,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,694]
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 250 && movecontact

[state -1]
type = changestate
value = 3100
;triggerall = numhelper(13100) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-21,272]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,328]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 3200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-124,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,496+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[state -1]
type = changestate
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-88,72]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,498]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 3600
triggerall = numhelper(13600) = 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-265,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [-343,86]
triggerall = random < var(50)*1.1
triggerall = power >= 2000
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 3700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-44,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [-6,219]
triggerall = random < var(50)*1.1
triggerall = power >= 3000
trigger1 = statetype = S && (ctrl)
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11250
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,118+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11251
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,142+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11252
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,178+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[state -1]
type = changestate
value = 11255
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,84+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11256
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,96+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11257
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,108+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11260
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,143+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11261
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,191+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11262
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,239+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11280
triggerall = p2statetype != A || p2bodydist y + 52*enemynear,vel y + enemynear,gethitvar(yaccel)*52*53*0.5 = [-194,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 52
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=53)*49)*var(59)
triggerall = p2bodydist x = [68,91+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11380
triggerall = p2statetype != A || p2bodydist y + 52*enemynear,vel y + enemynear,gethitvar(yaccel)*52*53*0.5 = [-194,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 52
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=53)*49)*var(59)
triggerall = p2bodydist x = [40,75+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11480
triggerall = p2statetype != A || p2bodydist y + 52*enemynear,vel y + enemynear,gethitvar(yaccel)*52*53*0.5 = [-194,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 52
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=53)*49)*var(59)
triggerall = p2bodydist x = [122,157+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 12280
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12380
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12480
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,9]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 10
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 10
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

 [state -1]
type = changestate
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = numhelper(2960) = 0
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,9]
triggerall = random < var(50)*1.1
trigger1 = statetype = S && (ctrl)

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
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 = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Air Dash]
type = ChangeState
value = 107
triggerall = stateno != [100,107]
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Air Dash 1]
type = ChangeState
value = 108
triggerall = stateno != [100,107]
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Roll_back]
type = ChangeState
value = 5220
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

[State -1, Roll_fwd]
type = ChangeState
value = 5230
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

;Fight
[State -1, Guard Push (Stand)]
type = ChangeState
value = 160
triggerall = stateno = 150
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -9999
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 47*var(59)
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = S
ignorehitpause = 1

[State -1, Guard Push (Crouch)]
type = ChangeState
value = 161
triggerall = stateno = 152
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -9999
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 47*var(59)
triggerall = p2bodydist x = [-15,395]
triggerall = var(59) = 0
trigger1 = statetype = C
ignorehitpause = 1

[State -1, Guard Push (Air)]
type = ChangeState
value = 162
triggerall = stateno = 154
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - vel y + enemynear,vel y = [-9999,9999]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)|| p2statetype = A && random <= 47*var(59)
triggerall = p2bodydist x = [-11,399]
triggerall = var(59) = 0
trigger1 = statetype = A
ignorehitpause = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,113]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -114
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,98+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,89+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 1451 && movecontact
trigger4 = stateno = 1461 && movecontact
trigger5 = stateno = 1471 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)
triggerall = p2bodydist x = [0,126+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,85+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -32
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)|| p2statetype = A && random <= 55*var(59)
triggerall = p2bodydist x = [0,97+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 1451 && movecontact
trigger3 = stateno = 1461 && movecontact
trigger4 = stateno = 1471 && movecontact


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -32
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,103+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 1451 && movecontact
trigger6 = stateno = 1461 && movecontact
trigger7 = stateno = 1471 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -198
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,62+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 440 && movecontact
trigger9 = stateno = 430 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -19
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)|| p2statetype = A && random <= 43*var(59)
triggerall = p2bodydist x = [0,63+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 1451 && movecontact
trigger5 = stateno = 1461 && movecontact
trigger6 = stateno = 1471 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -40
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)
triggerall = p2bodydist x = [0,152+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 1451 && movecontact
trigger7 = stateno = 1461 && movecontact
trigger8 = stateno = 1471 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -46
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,73+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-49,5]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [-47,16+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-50,-23]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 28*var(59)
triggerall = p2bodydist x = [0,99+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-104,49]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,69+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 640 && movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-32,37]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 30*var(59)
triggerall = p2bodydist x = [0,68+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-37,37]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [-100,77+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-52,38]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [0,69+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[State -1]
type = ChangeState
value = 1032
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-60,39]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [-102,102+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1300
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1301
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1302
triggerall = p2bodydist y + 26*enemynear,vel y >= -49
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x >= 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = numprojID(354) = 0
trigger1 = statetype = S && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1310
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1315
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1316
triggerall = numprojID(354) = 0
triggerall = p2bodydist y - 24*(vel y - enemynear,vel y) >= 18
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x >= 39
triggerall = pos Y+24*vel y+const(movement.yaccel)*24*25*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 1325
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,47+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1326
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [53,107+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1327
triggerall = numhelper(1321) = 0
triggerall = p2bodydist y + 12*enemynear,vel y >= -111
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [103,157+12*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1330
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-48,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [-31,12+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 1380
triggerall = p2bodydist y + 10*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,186+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1381
triggerall = p2bodydist y + 10*enemynear,vel y >= -187
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [-12,137+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1382
triggerall = p2bodydist y + 10*enemynear,vel y >= -249
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [-16,13+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 1451 && movecontact
trigger11 = stateno = 1461 && movecontact
trigger12 = stateno = 1471 && movecontact

[state -1]
type = changestate
value = 1450
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,131]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1460
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,161]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 1470
triggerall = p2bodydist y + 11*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,185]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[State -1, Counter]
type = ChangeState
value = 1950
triggerall = power >= 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + enemynear,vel y >= -187
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [-12,137+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = random < var(50)*1.1
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

[state -1]
type = changestate
value = 2959
triggerall = numhelper(2960) = 0
triggerall = p2bodydist y + 43*enemynear,vel y >= -39
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 13*var(59)
triggerall = p2bodydist x >= 77
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11250
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,118+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11251
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,142+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11252
triggerall = p2bodydist y + 13*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,178+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact


[state -1]
type = changestate
value = 11255
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,84+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11256
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,96+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11257
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-40,61]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,108+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

[state -1]
type = changestate
value = 11260
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,143+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11261
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,191+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11262
triggerall = p2bodydist y + 7*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,239+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A && (ctrl)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 400 && movecontact

[state -1]
type = changestate
value = 11280
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [68,91+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11380
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [40,75+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 11480
triggerall = p2bodydist y + 52*enemynear,vel y >= -194
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [122,157+52*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = S && (ctrl)

[state -1]
type = changestate
value = 12280
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12380
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

[state -1]
type = changestate
value = 12480
triggerall = p2bodydist y - 31*(vel y - enemynear,vel y) >= 54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x >= 42
triggerall = pos Y+31*vel y+const(movement.yaccel)*32*33*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A && (ctrl)

;Move and other
[State -1, Jump]
type = ChangeState
value = 41
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = H || 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 || (enemy, NumProj >= 1)) && random <= (20+40*(p2movetype = H))*var(59)
triggerall = random < var(50)*1.1
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 100

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
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 = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Air Dash]
type = ChangeState
value = 107
triggerall = stateno != [100,107]
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Air Dash 1]
type = ChangeState
value = 108
triggerall = stateno != [100,107]
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59)
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Run Back]
type = ChangeState
value = 109
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Run Back]
type = ChangeState
value = 110
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Roll_back]
type = ChangeState
value = 5220
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = statetype = L

[State -1, Roll_fwd]
type = ChangeState
value = 5230
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = statetype = L
