;---------------------------------------------------------------------------
;=====================================
;AIpLq
;=====================================
[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000+id)
trigger1=roundstate = [1,2]
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,198])||PrevStateNo=5900
Trigger1=!ctrl&&stateno=0
Trigger1=time <= 1
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000+id)
trigger1= stateno!=10000
value=10000

[State -3, AItOZbg]
type = VarSet
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14= NumHelper(10000+id) > 0 && RoundState = 2
trigger14= Helper(10000+id),var(59)=1;                                                                         trigger15= Command = "start"
;trigger15 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

[State -3, ON]
type = varset
triggerall = var(59) > 0
trigger1 = RoundState = 2
var(50) = 0 ;1ɂƂ܂ɒ܂

[State -3, ʉQ[W\]
type = varset
trigger1 = RoundState = 2
var(49) = 0 ;0ɂƉ̃Q[W܂

[State -3, ݒ]
type = varset
triggerall = var(59) > 0
trigger1 = RoundState = 2
fvar(35) = 0 ;1ɂƏ
             ;LV1011̂Ƃ݂̂ł

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

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106
value = 41, 0

[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = [36,40]
trigger1 = var(15) <= 0
value = 40, 0
channel = 3

[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = [36,40] 
trigger1 = var(15) > 1
value = 40, 1
channel = 3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nCWv
[State -3, 5];nCWv
type = varset
triggerall = !var(59)
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];nCWv AI
type = varset
triggerall = var(59)
trigger1 = stateno = 37
trigger1 = P2BodyDist X > 100
trigger2 = stateno = 39
trigger2 = P2BodyDist X > 80
v = 15
value = 20

[State -3, 5];nCWv
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; Wv
[State -3, 5];Wv
type = varset
trigger1 = !var(59)
trigger1 = stateno = 40
trigger1 = command != "holdup"
trigger2 = var(59)
trigger2 = stateno = 39
trigger2 = P2BodyDist X = [-5,80]
trigger3 = var(59)
trigger3 = stateno = 38
trigger3 = P2BodyDist X < 41 || fvar(39) = 3
v = 16
value = 1

[State -3, 5];Wv
type = varset
triggerall = !var(59)
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = varset
triggerall = var(59) > 0
trigger1 = stateno = 52
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 4.05
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -8.5
;y = -9

[State -3, 5];Wv
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;==============================================================================
;ȉAI

[State -3, AI]
type = VarSet
triggerall = Var(59) >= 1
trigger1 = RoundState = 4
trigger2 = Lose = 1
trigger3 = Drawgame = 1
V = 59
Value = -Var(59)

[State -3,AI]
type = VarSet
triggerall = Var(59) <= -1
trigger1 = RoundState = 2
V = 59
Value = -Var(59)

[State -3,Vh[tO]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(30) = 0
triggerall = var(24) = 0
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),BackEdgeBodyDist > 25
trigger1 = stateno = 1050 ||(stateno = [1100,1101])||(stateno = [1150,1151])||(stateno = [2100,2101])
trigger1 = (EnemyNear(var(55)),stateno = [995,999])||(EnemyNear(var(55)),stateno = [4000,4099])||(EnemyNear(var(55)),stateno = [5000,5059])
trigger2 = stateno = 1310 || stateno = 2000 || stateno = 2052
trigger2 = movehit
trigger3 = stateno = 800 || stateno = 850
var(58) = 1

[State -3,Vh[_VOr[gHITtO]
type = VarSet
triggerall = var(59) >= 1
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = stateno = 1450 && movehit
var(58) = 2

[State -3,Vh[\Et[HITtO]
type = VarSet
triggerall = var(59) >= 1
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = stateno = 1250
trigger1 = (EnemyNear(var(55)),stateno = [5000,5099])
var(58) = 3

[State -3,ډKP]
type = VarSet
triggerall = var(59) >= 8
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = p2bodydist X = [-5,10]
trigger1 = stateno = 430 && movehit
var(58) = 4

[State -3,ʒ[uXgAbp[HITǂł]
type = VarSet
triggerall = var(59) >= 8
triggerall = var(58) <= 1
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = EnemyNear(var(55)),BackEdgeBodyDist <= 25
triggerall = time > 9
trigger1 =(stateno = [1100,1101])
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 =(stateno = [1150,1151])
var(58) = 6

[State -3,tOZbg]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(58)
trigger1 = var(58) = 1
trigger1 = var(24) || stateno = 199
trigger2 = var(58) = 2
trigger2 = (stateno = [1100,1101])||(stateno = [1150,1151])||(stateno = [2000,2100])|| EnemyNear(var(55)),statetype = L
trigger3 = var(58) = 4
trigger3 = stateno = 410
trigger4 = var(58) = 5
trigger4 = stateno = [200,499]
trigger5 = var(58) != 20
trigger5 = EnemyNear(var(55)),Ctrl
trigger6 = var(58) = 20
trigger6 =(stateno = [600,699])|| MoveType = H
trigger7 = var(58) = 6
trigger7 =(stateno = [1100,1151])|| EnemyNear(var(55)),StateType = L
var(58) = 0

[State -3,ǌs]
type = VarSet
triggerall = var(59) >= 1
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),stateno = 4000 ||(EnemyNear(var(55)),stateno = [4030,4050])
trigger2 = var(58) = 6
trigger2 = stateno = [200,499]
trigger2 = time < 5
var(57) = 1

[State -3,tOZbg]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(57)
trigger1 = EnemyNear(var(55)),MoveType != H
trigger2 = EnemyNear(var(55)),Ctrl
var(57) = 0

[State -3, ]
type = varset
triggerall = var(59) > 0
trigger1 = RoundState = 3
trigger1 = stateno = 199
fvar(35) = 1

;==================================================================================
;߂Ή
[State -3]
Type = HelPer
Trigger1 = !NumHelper(95000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 95000
ID = 95000+ID
OwnPal = 1
pos = 5, 0
postype = p1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(95000+root,ID)
Trigger1 = StateNo != 95000
value = 95000

[State -3]
type = changeanim
Trigger1 = IsHelper
Trigger1 = IsHelper(95000+root,ID)
Trigger1 = Anim != 0
value = 0

;==================================================================================
;ȉAIpLq
;^bO
[State -3,^bOp[gi[Sp1]
type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),Life > 0
var(55) = 0
ignorehitpause = 1

[State -3, ^bOp[gi[Sp2]
type = VarSet
triggerall = RoundState = 2
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Life <= 0
var(55) = 1
ignorehitpause = 1

[State -3,p[gi[_E]
Type = VarSet
triggerall = var(59) > 0
trigger1 = TeamMode = Simul
trigger1 = (!NumPartner) || (!Partner,Alive)
trigger2 = TeamMode = Single
trigger3 = TeamMode = Turns
var(54) = 0

;p[gi[Oq
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = (facing = 1 && Partner,Pos X - Pos X > 0) || (facing = -1 && Partner,Pos X - Pos X < 0)
var(54) = 1

;p[gi[q
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = (facing = 1 && Partner,Pos X - Pos X < 0) || (facing = -1 && Partner,Pos X - Pos X > 0)
var(54) = 2

;肪1l̎
[State -3]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
var(53) = 0

;肪2l̎
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Alive && EnemyNear(1),Alive
var(53) = 1

;Ap[gi[AGAG
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X > 0,EnemyNear(0),Pos X - Partner,Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
var(53) = 2

;AGAp[gi[AG
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
var(53) = 3

;͂񂾎
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X < 0,EnemyNear(1),Pos X - Partner,Pos X > 0)
var(53) = 4

;ɉꂽ
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X < 0,EnemyNear(0),Pos X - Pos X > 0)
trigger2 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X < 0,EnemyNear(1),Pos X - Pos X > 0)
var(53) = 5

;==============================================================================
;K[h؂ւ
[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = EnemyNear(var(55)),Name = "millia"
Trigger1 = EnemyNear(var(55)),StateNo = 1500
Trigger2 = EnemyNear(var(55)),Name = "eddie"
Trigger2 = EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger6 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
Trigger6 = EnemyNear(var(55)),StateNo = 1210
Trigger7 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger7 = EnemyNear(var(55)),StateNo = 950
;WM^EK
Trigger8 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger9 = EnemyNear(var(55)),Name = "Lyndis"
Trigger9 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger10= EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger10= EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger11= EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger11= EnemyNear(var(55)),StateNo = 3230
;D0p`FEuハCvCX`[v
Trigger12= EnemyNear(var(55)),authorName = "hoe2" || EnemyNear(var(55)),authorName = "hoe2+seizi"
Trigger12= EnemyNear(var(55)),Name = "Patchouli_K"
Trigger12= EnemyNear(var(55)),StateNo = 1250
Trigger13= fvar(36) && EnemyNear(var(55)),StateNo = fvar(36)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = AutHorName = "muteki" || AutHorName = "Akutagawa"
Trigger1 = EnemyNear,StateNo = 240
Trigger2 = EnemyNear(var(55)),Name!="Kurenai Misuzu" || EnemyNear(var(55)),StateNo != 1210
Trigger2 = EnemyNear(var(55)),Name!="millia"||EnemyNear(var(55)),StateNo!=1500
Trigger2 = EnemyNear(var(55)),Name!="eddie"||!(EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = EnemyNear(var(55)),StateType=A
Trigger3 = EnemyNear(var(55)),Name = "testa" || EnemyNear(var(55)),Name = "lehyu"
Trigger3 = EnemyNear(var(55)),StateNo = 205
Trigger4 = EnemyNear(var(55)),Name="millia"||EnemyNear(var(55)),Name="BRIDGET"||EnemyNear(var(55)),Name="eddie"||EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 215
Trigger5 = EnemyNear(var(55)),Name = "faust"
Trigger5 = EnemyNear(var(55)),StateNo = 235
Trigger6 = EnemyNear(var(55)),Name = "johnny"
Trigger6 = EnemyNear(var(55)),StateNo = 1500||EnemyNear(var(55)),StateNo = [3500,3501]
Trigger7 = EnemyNear(var(55)),Name = "order-Sol=Badguy"
Trigger7 = EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia"
Trigger8 = EnemyNear(var(55)),StateNo = [240,241]
Trigger9 = EnemyNear(var(55)),Name = "Gale_s"
Trigger9 = (EnemyNear(var(55)),StateNo = [320,330]) || (EnemyNear(var(55)),StateNo = [1100,1150])
Trigger10= EnemyNear(var(55)),Name = "Kim Kaphwan" && EnemyNear(var(55)),AuthorName = "Ahuron"
Trigger10= EnemyNear(var(55)),StateNo = 260
Trigger11= EnemyNear(var(55)),Name = "jagyuta" && (EnemyNear(var(55)),StateNo = [1040,1047])
Trigger12= EnemyNear(var(55)),Name = "Heavy D!" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger12= EnemyNear(var(55)),StateNo = 300
Trigger13= EnemyNear(var(55)),Name = "Mukai" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger13= EnemyNear(var(55)),StateNo = 230
Trigger14= EnemyNear(var(55)),Name = "Clark Stil" && EnemyNear(var(55)),StateNo = 1410
Trigger15= EnemyNear(var(55)),Name = "Iori" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger15= EnemyNear(var(55)),StateNo = 300
Trigger16= EnemyNear(var(55)),Name = "Geese Howard" && EnemyNear(var(55)),AuthorName = "Cannon Musume"
Trigger16= EnemyNear(var(55)),StateNo = 230
Trigger17= (fvar(37) && EnemyNear(var(55)),StateNo = fvar(37))||(fvar(38) && EnemyNear(var(55)),StateNo = fvar(38))
fvar(39) = 3

[State -3,K[hs\p()]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;ʏ퓊
Trigger1 = EnemyNear(var(55)),AutHorName = "muteki"||EnemyNear(var(55)),AutHorName="Hh"||EnemyNear(var(55)),AutHorName="Phantom.of.the.Server"
Trigger1 = EnemyNear(var(55)),StateNo = 800
Trigger2 = EnemyNear(var(55)),AutHorName="GM"||EnemyNear(var(55)),AutHorName="H"||EnemyNear(var(55)),AutHorName="jin"||EnemyNear(var(55)),AutHorName="Ahuron"||AutHorName = "Akutagawa"
Trigger2 = EnemyNear(var(55)),StateNo = 800
Trigger3 = EnemyNear(var(55)),AutHorName = "Warusaki3"
Trigger3 = EnemyNear(var(55)),StateNo = 900
;GGLZ
Trigger4 = EnemyNear(var(55)),Name = "eddie" && EnemyNear(var(55)),StateNo = 1300
Trigger5 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1200
Trigger6 = EnemyNear(var(55)),Name = "order-Sol=Badguy" || EnemyNear(var(55)),Name = "faust"
Trigger6 = EnemyNear(var(55)),StateNo = 1500
Trigger7 = EnemyNear(var(55)),Name = "jam" && EnemyNear(var(55)),StateNo = 2500
Trigger8 = EnemyNear(var(55)),Name = "sol" && EnemyNear(var(55)),StateNo = 1600
;GKEړ
Trigger9 = EnemyNear(var(55)),Name="cvsg_rugal"||EnemyNear,Name="cvsrugal"
Trigger9 = (EnemyNear(var(55)),stateno = [1700,1701])|| EnemyNear(var(55)),stateno=3200
;ĂE㩕usbgtH[v/ fXy[h
Trigger10= EnemyNear(var(55)),Name = "Inaba Tei" && EnemyNear(var(55)),AuthorName = "pikapon"
Trigger10= (EnemyNear(var(55)),StateNo = 1800 && EnemyNear(var(55)),time > 3)|| EnemyNear(var(55)),StateNo = 1830
fvar(39) = 4

[State -3,K[hs\p(2)]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;uEn
Trigger1 = EnemyNear(var(55)),name = "wind"&&(EnemyNear(var(55)),stateno=[7600,7601])
Trigger2 = EnemyNear(var(55)),stateno = 4000
Trigger2 = EnemyNear(var(55)),name="Shin Gouki"||EnemyNear,name="Ryu"||EnemyNear,name="Morrigan Aensland"||EnemyNear,name ="Sakura Kasugano"
Trigger3 = EnemyNear(var(55)),stateno = 3300
Trigger3 = EnemyNear(var(55)),name="Yuri Sakazaki"||EnemyNear,name="cvsgouki"||EnemyNear,name="cvsryu"||EnemyNear,name="cvssakura"
Trigger4 = EnemyNear(var(55)),stateno = 3600||EnemyNear(var(55)),StateNo=1700
Trigger4 = EnemyNear(var(55)),name = "Gouki"
Trigger5 = EnemyNear(var(55)),stateno = 20080||EnemyNear,stateno = 20060
Trigger5 = EnemyNear(var(55)),name = "Kaori Misaka"
Trigger6 = EnemyNear(var(55)),name = "Evil Ken"&&EnemyNear(var(55)),stateno = 3890
;߂
Trigger7 = EnemyNear(var(55)),Name = "Kohaku"
Trigger7 = EnemyNear(var(55)),StateNo=1300||EnemyNear(var(55)),StateNo = [2050,2051]
;RobgzOEfbg[Cv
Trigger8 = EnemyNear(var(55)),Name = "Combat Echizen"
Trigger8 = EnemyNear(var(55)),StateNo = [3200,3201]
;EBhMCXXEŏIR
Trigger9 = EnemyNear(var(55)),Name = "wind_MCXX"
Trigger9 = EnemyNear(var(55)),StateNo = [7600,7651]
;[hCiXEH̎
Trigger10= EnemyNear(var(55)),Name = "RaveEx"
Trigger10= ((EnemyNear(var(55)),StateNo = [3100,3101])&&EnemyNear(var(55)),Time > 40)||(EnemyNear(var(55)),StateNo = [3200,3301])
;Ȃ݂EF
Trigger11= EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger11= EnemyNear(var(55)),StateNo = 2200 && EnemyNear(var(55)),time > 3
fvar(39) = 5

[State -3,K[hs\p(Ō)]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;XC[EA_[gE
Trigger1 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1300
Trigger1 = EnemyNear(var(55)),Time = [30,50]
;Wj[EobJXt~Xg
Trigger2 = EnemyNear(var(55)),Name = "johnny" && EnemyNear(var(55)),var(49)
Trigger2 = EnemyNear(var(55)),StateNo = 1001||EnemyNear(var(55)),StateNo = 1011||EnemyNear(var(55)),StateNo = 1021
Trigger2 = EnemyNear(var(55)),Time = [1,11]
;tEMNeBJt@g
Trigger3 = EnemyNear(var(55)),Name = "Ralf Jones" && EnemyNear(var(55)),AuthorName = "Men'sClub"
Trigger3 = EnemyNear(var(55)),StateNo = 1500
Trigger3 = EnemyNear(var(55)),Time = [79,105]
;H×tEu̗tEieBbNvuƂӂށv
Trigger4 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger4 = (EnemyNear(var(55)),StateNo = 2600 &&(EnemyNear(var(55)),time = [29,36]))||(EnemyNear(var(55)),StateNo = 20007 &&(EnemyNear(var(55)),time = [0,30]))
;ƕEF̌
Trigger5 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
Trigger5 = EnemyNear(var(55)),StateNo = 2000
Trigger5 = EnemyNear(var(55)),Time = [20,340]
;Ȃ݂Eː
Trigger6 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger6 = (EnemyNear(var(55)),StateNo = 584 && EnemyNear(var(55)),Time <= 5)
fvar(39) = 6


[State -3,]
type = VarAdd
triggerall = var(59) >= 1
trigger1 = fvar(39) >= 1
fvar(39) = -1

;==============================================================================
;̑x

;lȂ畁ʂɃK[ho邯
;AIFoȂUK[hԂɂ

[State -3, ΉUw]
Type = ChangeState
Value = 120 ;K[hXe[gɈړ
triggerall = var(59) > 7 && Roundstate = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ; ctrlł邱ƂOAłȂƍ\K[hɂȂI
;A-KUE]fBAbNEfBATX
trigger1 = EnemyNear(var(55)),AuthorName = "A-KUE" && EnemyNear(var(55)),Name = "Zodiac"
trigger1 = EnemyNear(var(55)),StateNo = 1055 && EnemyNear(var(55)),Time < 34
trigger1 = P2bodydist X < 195
;hoehoe D0JEO[Xvbh
trigger2 = EnemyNear(var(55)),AuthorName = "hoe2" && EnemyNear(var(55)),Name = "MARISA,K"
trigger2 = (EnemyNear(var(55)),StateNo = [1600,1620])&& P2BodyDist X < 120
;VgES
trigger3 = EnemyNear(var(55)),AuthorName = "Shiroto" && EnemyNear(var(55)),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(var(55)),StateNo = 2030 && EnemyNear(var(55)),animelemtime(55) <= 1
;ugES
trigger4 = EnemyNear(var(55)),AuthorName = "RYU-SAN" && EnemyNear(var(55)),Name = "Buront"
trigger4 = EnemyNear(var(55)),StateNo = 420 && P2BodyDist X < 143
;Ȃ݂EP
trigger5 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
trigger5 = EnemyNear(var(55)),StateNo = 610 && EnemyNear(var(55)),Time < 30
;hoehoe D0p`[Eu҂̐΁vuCtAv
trigger6 = EnemyNear(var(55)),authorName = "hoe2" && EnemyNear(var(55)),Name = "Patchouli_K"
trigger6 = (EnemyNear(var(55)),StateNo = [7000,7009])||(EnemyNear(var(55)),StateNo = [7500,7524])

[State -3, ΉUwE^bO]
Type = ChangeState
Value = 120
triggerall = var(59) > 7 && Roundstate = 2
triggerall = numenemy = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
trigger1 = EnemyNear(1),AuthorName = "A-KUE" && EnemyNear(1),Name = "Zodiac"
trigger1 = EnemyNear(1),StateNo = 1055 && EnemyNear(1),Time < 34
trigger1 = P2bodydist X < 195
trigger2 = EnemyNear(1),AuthorName = "hoe2" && EnemyNear(1),Name = "MARISA,K"
trigger2 = (EnemyNear(1),StateNo = [1600,1620])&& P2BodyDist X < 120
trigger3 = EnemyNear(1),AuthorName = "Shiroto" && EnemyNear(1),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(1),StateNo = 2030 && EnemyNear(1),animelemtime(55) <= 1
trigger4 = EnemyNear(1),AuthorName = "RYU-SAN" && EnemyNear(1),Name = "Buront"
trigger4 = EnemyNear(1),StateNo = 420 && P2BodyDist X < 143
trigger5 = EnemyNear(1),Name = "Kurenai Misuzu" && EnemyNear(1),AuthorName = "MAITAKE"
trigger5 = EnemyNear(1),StateNo = 610 && EnemyNear(1),Time < 30
trigger6 = EnemyNear(1),authorName = "hoe2" && EnemyNear(1),Name = "Patchouli_K"
trigger6 = (EnemyNear(1),StateNo = [7000,7009])||(EnemyNear(1),StateNo = [7500,7524])

;==============================================================================
;؂Ԃ
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = 38
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = p2bodydist X < 80
triggerall = Random <= var(59)*50 || var(59)>9
trigger1 = fvar(39)= 3

;_bLORrl[V
[State Ducking Combination]
type = ChangeState
value = IfElse(var(24) = 1, 1350, 1300)
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = p2bodydist X < 80
triggerall = Random <= var(59)*50 || var(59)>9
trigger1 = fvar(39)= 5

;---------------------------------------------------------------------------
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = Var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = p2bodydist X < 60
triggerall = Random <= var(59)*50 || var(59)>9
trigger1 = EnemyNear(var(55)),HitDefAttr = SC, NT, ST, HT

;---------------------------------------------------------------------------
;MAXDENCW[
[State Max DENCW[]
type = ChangeState
value = 2050
triggerall = var(59) >= 7 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*15)||(var(59)>10&&Random<=333)
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = life <= lifemax * 0.75
triggerall = power >= 3000 ||(var(20) > 0 && power >= 1000)
triggerall = P2bodydist X = [-5,80]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),AnimTime <= -11
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall =(Enemynear(var(55)),Time >= 30-var(59)*2)||(!Time&&var(59)>9)|| var(59)>10 || Helper(95000+id),var(50)
trigger1 = Enemynear(var(55)),Time >= 50 ||(var(59)>8&&(Enemynear(var(55)),Time >= 50-var(59)*3))|| var(59) > 10
trigger2 = (PrevStateNo = [120,159])||(PrevStateNo=[700,710])||(PrevStateNo=[5000,5270])
trigger3 = Helper(95000+id),var(50)
trigger3 = Random <= 333 || var(59) > 10

;---------------------------------------------------------------------------
;DENCW[
[State D. Crazy]
type = ChangeState
value = 2000
triggerall = var(59) >= 5 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = life <= lifemax * 0.5 || var(59) > 10
triggerall = power >= 1000 || var(20) > 0
triggerall = P2bodydist X = [-5,80]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall =(Enemynear(var(55)),Time >= 30-var(59)*2)||(!Time&&var(59)>9)|| var(59)>10 || Helper(95000+id),var(50)
trigger1 = Enemynear(var(55)),Time >= 50 ||(var(59)>8&&(Enemynear(var(55)),Time >= 50-var(59)*3))|| var(59) > 10
trigger2 = (PrevStateNo = [120,159])||(PrevStateNo=[700,710])||(PrevStateNo=[5000,5270])
trigger3 = Helper(95000+id),var(50)
trigger3 = Random <= 333 || var(59) > 10

;------------------------------------------------------------------------------
;_bLORrl[V
[State -3, Ducking Combination]
type = ChangeState
value = IfElse(var(24) = 1, IfElse(P2bodydist X > 140, 1351, 1350), IfElse(P2bodydist X > 140, 1301, 1300))
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(30)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),statetype != A
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [20,190]
triggerall = (P2bodydist X <= 120 && Random<=var(59)*5)||(P2bodydist X > 120 && Random<=var(59)*12)
triggerall = EnemyNear(var(55)),AnimTime <= -21 || var(59)<8
triggerall = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AP
triggerall = Enemynear(var(55)),Time >= 30 ||(!Time&&var(59)>8)|| var(59)>10
triggerall = Enemynear(var(55)),Time >= 50 ||(var(59)>8&&(Enemynear(var(55)),Time >= 50-var(59)*3))||var(59)>10||(PrevStateNo=[120,159])||(PrevStateNo=[700,710])||(PrevStateNo=[5000,5270])|| Helper(95000+id),var(50)
trigger1 = P2bodydist X <= 140
trigger1 = EnemyNear(var(55)),AnimTime <= -21
trigger2 = P2bodydist X > 140
trigger2 = EnemyNear(var(55)),AnimTime <= -28

;---------------------------------------------------------------------------
;\Et[
[State Soul Flower]
type = ChangeState
value = ifelse(var(24) = 1, 1250, 1200)
Triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*15)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [-35,30]
triggerall = P2bodydist Y-Floor(EnemyNear(var(55)),vel Y * 9) > -120
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -14
triggerall = EnemyNear(var(55)),Movetype = A
triggerall =(Enemynear(var(55)),Time >= 30-var(59)*2)||(!Time&&var(59)>8)|| var(59)>10 || Helper(95000+id),var(50)
trigger1 = Enemynear(var(55)),Time >= 50 ||(var(59)>8&&(Enemynear(var(55)),Time >= 50-var(59)*3))|| var(59) > 10
trigger2 = (PrevStateNo = [120,159])||(PrevStateNo=[700,710])||(PrevStateNo=[5000,5270])
trigger3 = Helper(95000+id),var(50)
trigger3 = Random <= 333 || var(59) > 10

;---------------------------------------------------------------------------
; K[Lً}O
[State -3, Taunt]
type = ChangeState
value = 700
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10 && Random<=var(59)*18)||(var(59)>10 && Random<=333)
triggerall = !var(58) && !var(53)
triggerall = statetype != A
triggerall = stateno = [150,153]
triggerall = Power >= 1000
triggerall = life <= lifemax * 0.5
triggerall = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = Enemynear(var(55)),animtime = [-45,-31]
trigger1 = P2BodyDist X = [30,120]
trigger1 = Random <= 50
trigger2 = BackEdgeBodyDist < 40
trigger2 = Enemynear(var(55)),animtime < -30
trigger2 = P2BodyDist X = [-5,70]
trigger2 = Random <= 120
trigger3 = Enemynear(var(55)),animtime < -20
trigger3 = Helper(95000+id),var(48) > 360

;---------------------------------------------------------------------------
;\Et[
[State Soul Flower]
type = ChangeState
value = ifelse(var(24) = 1, 1250, 1200)
Triggerall = var(59) >= 10 && RoundState = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),StateType = A
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [-45,30]
triggerall = P2bodydist Y-Floor(EnemyNear(var(55)),vel Y * 9) > -120
triggerall = Random <= 150 || var(59) > 10
trigger1 = EnemyNear(var(55)),Movetype != H
trigger1 = P2BodyDist X = [-45,-8]
trigger2 = EnemyNear(var(55)),Movetype = A
trigger2 = facing = EnemyNear(var(55)),facing

;---------------------------------------------------------------------------
;ً}O
[State -3, Taunt]
type = ChangeState
value = 700
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10 && Random<=var(59)*18)||(var(59)>10 && Random<=333)
triggerall = !var(58) && !var(54)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
trigger1 = Enemynear(var(55)),animtime = [-40,-34]
trigger1 = EnemyNear(var(55)),movetype = A
trigger1 = (!Enemy,numproj &&(P2BodyDist X = [20,120]))||(Enemy,numproj &&(P2BodyDist X = [20,130]))
trigger1 = InGuardDist || Random <= 333
trigger2 = !var(53)
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Movetype != H
trigger2 = P2BodyDist X = [-45,-10]
trigger2 = Random <= 250 || var(59) > 10

;---------------------------------------------------------------------------
;ً}
[State -3, Taunt]
type = ChangeState
value = 701
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = P2BodyDist X = [30,105]
triggerall = BackEdgeBodyDist > 50
trigger1 = var(59) <= 8
trigger1 = Random <= 60-var(59)*5
trigger2 = var(59) > 8
trigger2 = Enemynear(var(55)),animtime = [-30,-15]
trigger2 = !Enemy,numproj
trigger2 = Random <= 20

;---------------------------------------------------------------------------
;K[hLZӂ΂U
[State -3, 290]
type = ChangeState
value = 291
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = power >= 1000
triggerall = life <= lifemax * 0.6
triggerall = stateno = [150,153]
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-80,10]
triggerall = Enemynear(var(55)),animtime <= -10
triggerall = !EnemyNear(var(55)),Ctrl
trigger1 = Enemynear(var(55)),Time >= 40
trigger1 = Random <= 50
trigger2 = BackEdgeBodyDist < 50
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 40
trigger3 = Random <= 7
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 30
trigger5 = Power >= 2000
trigger5 = Helper(95000+id),var(48) > 360

;---------------------------------------------------------------------------
;ރ_bV
[State -3, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
trigger1 = var(59) >= 9
trigger1 = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),HitDefAttr = SCA, AT
trigger1 = P2BodyDist X = [-9,60]
trigger1 = Random <= var(59)*35 || var(59)>10
trigger2 = Helper(95000+id),var(48) > 360
trigger3 = !var(53)
trigger3 = EnemyNear(var(55)),statetype = A
trigger3 = EnemyNear(var(55)),Movetype = A
trigger3 = facing = EnemyNear(var(55)),facing
trigger3 = P2BodyDist X = [-10,25]
trigger3 = Random <= 250

;==============================================================================
;˂p
;󒆋p`
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = statetype = A && ctrl
triggerall = stateno != 105
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [-5,40+Floor(vel X * 5)]
triggerall = P2BodyDist Y = [-55,60+Floor(vel Y * 5)]
triggerall = Vel Y > 0
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = fvar(39) = 3
trigger2 = (stateno = 50 && (time = [8,10]))||(stateno = [132,140])
trigger2 = EnemyNear(var(55)),HitDefAttr = SCA, NT, ST, HT
trigger3 = (prevstateno = [120,155])||(prevstateno = [5000,5210])|| Helper(95000+id),var(50)
trigger3 = EnemyNear(var(55)),AnimTime = [-20,-4]
trigger3 = Random <= 300

;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = Vel Y > 0
triggerall = Pos Y > -65
trigger1 = var(58) = 20

;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*50 || !EnemyNear(var(55)),Ctrl
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = var(58) != 20
trigger1 = P2BodyDist X+Floor(vel X * 5) = [-3,35]
trigger1 = P2BodyDist Y = [-50,70]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -60

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,32]
triggerall = P2bodydist Y > -100
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing) || Helper(95000+id),var(46) || Helper(95000+id),var(50)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,50]
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 4) = [15,63]
triggerall = P2bodydist Y > -55
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2dist X <=50
triggerall = P2bodydist Y > -80
triggerall = EnemyNear(var(55)),AnimTime <= -3
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing) || Helper(95000+id),var(46) || Helper(95000+id),var(50)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;ߋp`E\
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -80
triggerall = EnemyNear(var(55)),HitDefAttr = SA, NA, SA, NT, ST
triggerall = P2dist X <= 50
triggerall = P2bodydist Y > -80
trigger1 = Random <= 5 + var(59)*1
trigger2 = Helper(95000+id),var(48) > 60
trigger2 = Random <= 60

;---------------------------------------------------------------------------
;ߋ\EႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,45]
trigger1 = Random <= 5
trigger2 = Helper(95000+id),var(48) > 60
trigger2 = Random <= 30

;---------------------------------------------------------------------------
;Xg}bNoX^[
[State -3, Kung Fu Throw]
type = ChangeState
value = ifelse((BackEdgeBodyDist >= 50||var(53)), 800, 850)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != 100
triggerall = p2dist X < 45
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),statetype != A
triggerall = EnemyNear(var(55)),movetype != H
triggerall = EnemyNear(var(55)),AnimTime <= -3 || Helper(95000+id),var(46)
triggerall =(Enemynear(var(55)),Time >= 30-var(59)*2)||(!Time&&var(59)>8)|| var(59)>10 || Helper(95000+id),var(46)
trigger1 = Enemynear(var(55)),Time >= 50 ||(var(59)>8&&(Enemynear(var(55)),Time >= 50-var(59)*3))|| var(59) > 10
trigger2 = (PrevStateNo = [120,159])||(PrevStateNo=[700,710])||(PrevStateNo=[5000,5270])
trigger3 = Helper(95000+id),var(50) || Helper(95000+id),var(46)
trigger3 = Random <= 333 || var(59) > 10

;---------------------------------------------------------------------------
;_VOr[g
[State Dancing Beat]
type = ChangeState
value = ifelse(var(24) = 1, 1450, 1400)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = enemy,statetype = S || enemy,statetype = C
triggerall = EnemyNear(var(55)),stateno != [0,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = enemy,stateno != [120,159]
triggerall = Enemynear(var(55)),animtime <= -6
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2dist X <=70
triggerall = P2bodydist X = [-5,30]
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,710])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500

;==============================================================================
;^bOLq
;DE}OiEK[s
[State D. Magnum]
type = ChangeState
value = 2101
triggerall = var(59) > 6 && RoundState = 2
triggerall = var(53) = [1,2]
triggerall = var(54) = 1
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = power >= 1000 || var(20) > 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = Random <= var(59)*9
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2bodydist X = [160,220]
triggerall = P2BodyDist Y > -90
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;DE}Oi
[State D. Magnum]
type = ChangeState
value = 2100
triggerall = var(59) > 6 && RoundState = 2
triggerall = var(53) = [1,4]
triggerall = statetype != A
triggerall = power >= 1000 || var(20) > 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = Random <= var(59)*25
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Life > 50
triggerall = P2bodydist X = [150,220]
triggerall = P2BodyDist Y > -90
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = EnemyNear(var(55)),AnimTime <= -18
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = ctrl || (stateno = [18,19]) || stateno = 99
trigger2 = var(54) = 1
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [5000,5019]
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 18
trigger3 = stateno = 215 || stateno = 410 || stateno = 251
trigger3 = movehit
trigger3 = EnemyNear(var(55)),StateNo = [5000,5019]

;---------------------------------------------------------------------------
;[OEXpCEhCo[E
[State Rolling Spiral Driver]
type = ChangeState
value = ifelse(var(24) = 1, 1041, 1001)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(53) != 5
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [80,125]
triggerall = Random <= var(59)*8
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -18

;---------------------------------------------------------------------------
;[OEXpCEhCo[E
[State Rolling Spiral Driver]
type = ChangeState
value = ifelse(var(24) = 1, 1040, 1000)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(53) != 5
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [55,110]
triggerall = Random <= var(59)*14
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -13

;---------------------------------------------------------------------------
;uXgAbp[E
[State Blast Upper]
type = ChangeState
value = ifelse(var(24) = 1, 1151, 1101)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = var(53) != 5
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [35,65]
triggerall = P2BodyDist Y > -90
triggerall = Random <= var(59)*15
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -13

;---------------------------------------------------------------------------
;Cgł
[State Shadow]
type = ChangeState
value = 1900
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(53) != 5
triggerall = var(24) = 0
triggerall = power < powermax
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = (Partner,StateNo = [1000,4999]) || Partner,StateNo > 5500
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [5000,5500]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = Random <= var(59)*40
triggerall = !InGuardDist
trigger1 = P2BodyDist X > 100
trigger2 = !var(53)
trigger2 = P2BodyDist X > 40

;==============================================================================
;K[hE󂯐gLq
;K[h
[State -3]
type = ChangeState
value = 120
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = stateno != [150,155]
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)
triggerall = Random <= var(59)*80 || var(59) > 9
trigger1 = inguarddist
trigger2 = statetype != A
trigger2 = var(59) > 8
trigger2 = numHelper(95000+ID)
trigger2 = Helper(95000+ID),inguarddist
trigger3 = statetype != A
trigger3 = numHelper(95000+ID)
trigger3 = EnemyNear(var(55)),facing = facing || P2Dist X < 0
trigger3 = Helper(95000+ID),inguarddist && EnemyNear(var(55)),StateType = A

;---------------------------------------------------------------------------
;_E
[State -3, Taunt]
type = ChangeState
value = 702
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*50 || var(59) > 10
triggerall = alive
triggerall = stateno = 5050
triggerall = vel y > 0
trigger1 = pos y >=-40
trigger1 = CanRecover
trigger2 = var(59) > 9
trigger2 = var(59) > 10 || Random < 50
trigger2 = pos y > -5

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(53)
triggerall = Random <= var(59)*100
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),StateType = L || var(58) = 1 || var(57) = 1
trigger1 = P2BodyDist X < 45
trigger1 = Random <= 300

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
triggerall = var(59) >= 1 && RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = BackEdgeBodyDist <= 60
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 50
trigger1 = Random <= var(59)*100

;==============================================================================
;NU
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 39
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = stateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*10
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X = [50,90]
trigger1 = EnemyNear(var(55)),AnimTime = [-14,-12]

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger1 = p2bodydist X > 45

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
triggerall = BackEdgeBodyDist > 30
triggerall = ctrl || (stateno = 18 && time >= 12)
Trigger1 = !var(58)
trigger1 = p2bodydist X < 40

;==============================================================================
;uEA[}[΍
;\Et[
[State Soul Flower]
type = ChangeState
value = ifelse(var(24) = 1, 1250, 1200)
triggerall = statetype != A
Triggerall = var(59) >= 8 && RoundState = 2
triggerall = Random <= var(59)*18 || var(59) > 10
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [-35,30]
triggerall = P2bodydist Y-Floor(EnemyNear(var(55)),vel Y * 9) > -120
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),StateNo != [5000,5099]
triggerall = EnemyNear(var(55)),facing != facing
triggerall = inguarddist ||(EnemyNear(var(55)),MoveType = A &&(var(53) ||(EnemyNear(var(55)),HitDefAttr = SCA, AT)))|| EnemyNear(var(55)),AnimTime <= -18
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 235 || stateno = 400 || stateno = 410
trigger1 = animelem = 3,>0
trigger2 = stateno = 205 || stateno = 230
trigger2 = animelem = 2,>0
trigger3 = stateno = 290 && animelem = 5,>0
trigger4 = stateno = 215 || stateno = 245 || stateno = 251 || stateno = 440

;---------------------------------------------------------------------------
;\Et[EL
value = ifelse(var(24) = 1, 1250, 1200)
triggerall = statetype != A
Triggerall = var(59) >= 9 && RoundState = 2
triggerall = Random <= 50 ||(var(59) > 9 && Random <= 70)|| var(59) > 10
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [-35,30]
triggerall = P2bodydist Y-Floor(EnemyNear(var(55)),vel Y * 9) > -120
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),StateNo != [5000,5099]
triggerall = EnemyNear(var(55)),facing != facing || var(53) = 5
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = inguarddist
triggerall = !movecontact
trigger1 = stateno = 200 || stateno = 235 || stateno = 400 || stateno = 410
trigger1 = animelem = 3,>0
trigger2 = stateno = 205 || stateno = 230
trigger2 = animelem = 2,>0
trigger3 = stateno = 290 && animelem = 5,>0

;==============================================================================
;Vh[
;_VOr[g(Vh[)
[State Dancing Beat(shadow)]
type = ChangeState
value = 1450
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = enemy,statetype = S || enemy,statetype = C
triggerall = enemy,stateno != [120,159]
triggerall = P2dist X <=70
triggerall = P2BodyDist X =[-5,30]
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = (stateno = [200,205]) ||(stateno = [230,235])||(stateno = 245 && time >= 8 && P2BodyDist X < 22)|| stateno = 400
triggerall = movehit
trigger1 = !var(20) && Power < 2000
trigger1 = var(24) = 1
trigger1 = Random <= 250
trigger2 = var(30)

;==============================================================================
;ǂL
;bNNbV(LZ)
[State -3, a]
type = ChangeState
value = 251
triggerall = var(59) >= 10 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = power >= 2000
triggerall = P2bodydist X = [0,41]
triggerall = movehit
trigger1 = P2bodydist X < 18
trigger1 = stateno = 215 || stateno = 410
trigger2 = stateno = 200 ||(stateno = [230,235])|| stateno = 400
trigger3 = (P2bodydist X >= 22 && time >= 5) || time >= 8
trigger3 = stateno = 245

;---------------------------------------------------------------------------
;NCbNMAX
[State -3, Jump Strong Kick]
type = ChangeState
value = 901
triggerall = var(59) >= 9 && RoundState = 2
triggerall = var(20) = 0
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = power >= 2000
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X = [-5,60]
trigger1 = stateno = 215 ||(stateno = 245 && time >= 8)|| stateno = 251 || stateno = 410
trigger1 = movehit
trigger1 = var(58) := 5 || 1
trigger2 = EnemyNear(var(55)),Const(size.head.pos.y) < -85
trigger2 = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
trigger2 = stateno = 210 && movehit
trigger2 = var(58) := 5 || 1
trigger3 = stateno = 250 && movehit
trigger3 = P2bodydist X = [-5,45]
trigger3 = var(58) := 5 || 1

;---------------------------------------------------------------------------
;ߋLbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2dist X <=50
trigger1 = var(58) = 5
trigger1 = Helper(95000+id),var(49) >= 8

;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,40]
trigger1 = var(58) = 5
trigger1 = Helper(95000+id),var(49) >= 8
trigger2 = var(58) = 6

;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,55]
triggerall = P2BodyDist Y > -50
trigger1 = var(58) = 6

;[OEXpCEhCo[E
[State Rolling Spiral Driver DC]
type = ChangeState
value = ifelse(var(24) = 1, 1040, 1000)
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X = [20,70]
trigger1 = var(58) = 5
trigger1 = EnemyNear(var(55)),BackEdgeBodyDist >= 25
trigger1 = Helper(95000+id),var(49) >= 3

;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = P2BodyDist X > 0
trigger1 = var(58) = [5,6]

;---------------------------------------------------------------------------------
;[OEXpCEhCo[EEǂłLZ
[State Rolling Spiral Driver DC]
type = ChangeState
value = ifelse(var(24) = 1, 1040, 1000)
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(20) > 170
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X = [-5,70]
triggerall = movehit
trigger1 = P2BodyDist X > 15
trigger1 = stateno = 215 || stateno = 410
trigger2 = stateno = 210 || stateno = 240 ||(stateno = [250,251])
trigger3 = stateno = [1300,1301]
trigger4 = stateno = 1360 && animelemtime(16) >= 1
trigger5 = stateno = 1400 && animelemtime(23) >= 1
trigger6 = stateno = 1450 && animelemtime(29) >= 1

;---------------------------------------------------------------------------
;_bLORrl[VEǂłLZ
[State Ducking Combination DC]
type = ChangeState
value = ifelse(var(24) = 1, 1350, 1300)
triggerall = var(59) > 5 && RoundState = 2
triggerall = (var(20) > 350 && power >= 1000)||(var(20) > 180 && power < 1000)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = movehit
trigger1 = stateno = 210 || stateno = 240 || stateno = 250
trigger2 = stateno = 1000
trigger3 = stateno = 1001 && animelemtime(12) >= 1
trigger4 = stateno = 1050 && animelemtime(7) >= 1
trigger5 = stateno = 1051 && animelemtime(9) >= 1
trigger6 = stateno = 1400 && animelemtime(23) >= 1
trigger7 = stateno = 1450 && animelemtime(29) >= 1

;---------------------------------------------------------------------------
;MAXDENCW[
[State Max DENCW[]
type = ChangeState
value = 2050
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = var(20) > 0 && power >= 2000
triggerall = var(20) < 400
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = movehit
trigger1 = stateno = 1000
trigger2 = stateno = 1001 && animelemtime(12) >= 1
trigger3 = stateno = 1050 && animelemtime(8) >= 1
trigger4 = stateno = 1051 && animelemtime(11) >= 1
trigger5 = stateno = 1400 && animelemtime(23) >= 1
trigger6 = stateno = 1450 && animelemtime(29) >= 1

;---------------------------------------------------------------------------
;DENCW[
[State D. Crazy]
type = ChangeState
value = 2000
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A
triggerall = var(20) > 0 && power >= 1000
triggerall = var(20) < 400
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = movehit
trigger1 = stateno = 1000
trigger2 = stateno = 1001 && animelemtime(12) >= 1
trigger3 = stateno = 1050 && animelemtime(8) >= 1
trigger4 = stateno = 1051 && animelemtime(11) >= 1
trigger5 = stateno = 1400 && animelemtime(23) >= 1
trigger6 = stateno = 1450 && animelemtime(29) >= 1

;---------------------------------------------------------------------------
;uXgAbp[EǂłLZ
[State Blast Upper DC]
type = ChangeState
value = ifelse(var(24) = 1, 1151, 1101)
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(20) > 0
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType = A || var(20) < 450
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X = [-5,80]
triggerall = P2BodyDist Y > -120
triggerall = movehit
trigger1 = EnemyNear(var(55)),StateType = A 
trigger1 = P2BodyDist X < 60
trigger1 = stateno = 210 || stateno = 240 || stateno = 250
trigger2 = EnemyNear(var(55)),StateType = A || var(20) < 240
trigger2 = stateno = 1000 || (stateno = 1001 && animelemtime(12) >= 1)
trigger3 = EnemyNear(var(55)),StateType = A || var(20) < 240
trigger3 = stateno = [1040,1041]
trigger4 = stateno = 1050 && animelemtime(8) >= 1
trigger5 = stateno = 1051 && animelemtime(11) >= 1
trigger6 = stateno = [1300,1301]
trigger7 = stateno = 1360 && animelemtime(16) >= 1
trigger8 = stateno = 1400 && animelemtime(23) >= 1
trigger9 = stateno = 1450 && animelemtime(29) >= 1

;---------------------------------------------------------------------------
;uXgAbp[ 
[State Blast Upper]
type = ChangeState
value = ifelse(var(24) = 1, 1151, 1101)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 6
trigger1 = stateno = 400 || stateno = 410
trigger1 = movehit

;==============================================================================
;nRrl[V
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X = [-5,43]
trigger1 = var(58) = 4

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 4 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = (EnemyNear(var(55)),Const(size.head.pos.y) < -80)|| EnemyNear(var(55)),StateType = A
triggerall = P2dist X <=50
triggerall = P2BodyDist Y >= -85
triggerall = !InGuardDist
triggerall = movehit||(moveguarded && Random <= 333)
trigger1 = stateno = 205 && animelem = 3,>=0
trigger2 = stateno = 235 && animelem = 4,>=0

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 4 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = (EnemyNear(var(55)),Const(size.head.pos.y) < -85)|| EnemyNear(var(55)),StateType = A
triggerall = P2dist X >50
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) < 60
triggerall = P2BodyDist Y >= -85
triggerall = !InGuardDist
triggerall = movehit||(moveguarded && Random <= 333)
trigger1 = stateno = 205 && animelem = 3,>=0
trigger2 = stateno = 235 && animelem = 4,>=0

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 4 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,40]
triggerall = !InGuardDist
triggerall = Random <= var(59)*100
trigger1 = stateno = 235 && animelem = 4,>=0 && moveguarded
trigger2 = var(58) != 4
trigger2 = stateno = 430 && animelem = 3,>=0
trigger2 = (movehit && P2BodyDist X < 34)||(moveguarded && Random <= 333)

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 4 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,60]
triggerall = P2BodyDist Y-Floor(EnemyNear(var(55)),vel Y * 4) > -50
trigger1 = (stateno = 400 && animelem = 4,>=0)||(stateno = 430 && animelem = 3,>=0 && var(58) != 4)
trigger1 = (movehit && P2BodyDist X < 55)||(moveguarded && Random <= 333)
trigger2 = (stateno = 200 && animelem = 4,>=0)||(stateno = 205 && animelem = 3,>=0)
trigger2 = (movehit && P2BodyDist X < 40)||(moveguarded && Random <= 333)

;---------------------------------------------------------------------------
;bNNbV(LZ)
[State -3, a]
type = ChangeState
value = 251
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(24) || var(28) || power >= 2500 ||(power >= 1000 &&life <= lifemax * 0.6)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = P2bodydist X = [-5,41]
triggerall = movehit
trigger1 = P2bodydist X < 18
trigger1 = stateno = 215 || stateno = 410
trigger2 = stateno = 200 ||(stateno = [230,235])|| stateno = 400
trigger3 = (P2bodydist X >= 22 && time >= 5) || time >= 8
trigger3 = stateno = 245

;---------------------------------------------------------------------------
;uXgAbp[ 
[State Blast Upper]
type = ChangeState
value = ifelse(var(24) = 1, 1151, 1101)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),BackEdgeBodyDist <= 25
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [-5,75]
triggerall = P2bodydist Y > -120
triggerall = Power < 2000
trigger1 = stateno = 200 ||(stateno = [230,235]) || stateno = 400
trigger1 = movehit
trigger2 = P2bodydist X < 50
trigger2 = stateno = 215 ||stateno = 251 || stateno = 410
trigger2 = movehit

;==============================================================================
;AZEKp
;MAXDENCW[
[State Max DENCW[]
type = ChangeState
value = 2050
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = power >= 3000 || (var(20) > 0 && power >= 1000)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Life > 100
triggerall = P2bodydist X = [-5,100]
triggerall = movehit
trigger1 = stateno = 200 || stateno = 215 ||(stateno = [230,235])|| stateno = 251 || stateno = 400 || stateno = 410
trigger2 = stateno = 1000 ||(stateno = 1001 && animelemtime(12) >= 1)
trigger2 = power >= 4000 || (var(20) > 0 && power >= 2000 )
trigger3 = stateno = 1050
trigger3 = (var(5) = 0 && animelemtime(8) >= 1)||(var(5) = 1 && animelemtime(11) >= 1)
trigger3 = power >= 4000 || (var(20) > 0 && power >= 2000 )

;---------------------------------------------------------------------------
;DENCW[
[State D. Crazy]
type = ChangeState
value = 2000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = power >= 2500 ||(power >= 1000 &&life <= lifemax * 0.6)|| var(20) > 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-5,100]
triggerall = movehit
trigger1 = stateno = 200 || stateno = 215 ||(stateno = [230,235])|| stateno = 251 || stateno = 400 || stateno = 410
trigger2 = stateno = 1000 ||(stateno = 1001 && animelemtime(12) >= 1)
trigger2 = power >= 2000 || (var(20) > 0 && power >= 1000)
trigger3 = stateno = 1050
trigger3 = (var(5) = 0 && animelemtime(8) >= 1)||(var(5) = 1 && animelemtime(11) >= 1)
trigger3 = power >= 2000 || (var(20) > 0 && power >= 1000)

;---------------------------------------------------------------------------
;DE}Oi
[State D. Magnum]
type = ChangeState
value = 2100
triggerall = var(59) >= 5 && RoundState = 2
triggerall = power >= 1000 || var(20) > 0
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = P2bodydist Y > -100
trigger1 = stateno = 200 ||(stateno = 205 && P2bodydist X > 15)|| stateno = 230 || stateno = 235
trigger1 = movehit
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = P2bodydist Y > -100
trigger2 =(stateno = 245 && time >= 8)|| stateno = 400 || stateno = 440
trigger2 = movehit
trigger3 = stateno = 1400 && animelemtime(33) = 1
trigger3 = power >= 2000 ||(var(20) > 0 && power >= 1000)
trigger3 = power >= 3000 ||(var(20) > 0 && power >= 2000)||(EnemyNear(var(55)),life <= 100)||(life <= lifemax * 0.5)
trigger3 = movehit
trigger4 = ctrl || (stateno = [18,19]) || stateno = 99
trigger4 = var(58) = 2

;==============================================================================
;AZEKEZp
;uXgAbp[@
[State Blast Upper]
type = ChangeState
value = ifelse(var(24) = 1, 1150, 1100)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 8) = [-5,50]
triggerall = P2bodydist Y > -120
trigger1 = stateno = 200 || stateno = 215 ||(stateno = [230,235])|| stateno = 245 || stateno = 251 || stateno = 400 || stateno = 410
trigger1 = movecontact

;---------------------------------------------------------------------------
;uXgAbp[ 
[State Blast Upper]
type = ChangeState
value = ifelse(var(24) = 1, 1151, 1101)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [-5,75]
triggerall = P2bodydist Y > -100
trigger1 = stateno = 200 ||(stateno = [230,235]) || stateno = 400
trigger1 = movehit
trigger2 = P2bodydist X < 50
trigger2 = stateno = 215 ||stateno = 251 || stateno = 410
trigger2 = movehit
trigger3 = ctrl || (stateno = [18,19]) || stateno = 99
trigger3 = var(58) = [2,3]

;---------------------------------------------------------------------------
;[OEXpCEhCo[@
[State Rolling Spiral Driver]
type = ChangeState
value = ifelse(var(24) = 1, 1041, 1001)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 10) = [-5,115]
trigger1 = stateno = 215 ||(stateno = 245 && time >= 8)|| stateno = 251|| stateno = 410
trigger1 = movehit
trigger2 = var(20)
trigger2 = stateno = 210 || stateno = 240 || stateno = 250

;---------------------------------------------------------------------------
;Vh[(Vh[)
[State Shadow(shadow)]
type = ChangeState
value = 1950
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(24)
triggerall = statetype != A
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 6) = [-5,20]
trigger1 = stateno = 200 ||(stateno = [230,235]) || stateno = 400
trigger1 = moveguarded

;==============================================================================
;nq
;ߋp`
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = (EnemyNear(var(55)),GetHitVar(hittime) = [3,4])||EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -90
triggerall = P2dist X <=50
triggerall = (EnemyNear(var(55)),StateType = A &&(P2bodydist Y = [-90,-45]))||EnemyNear(var(55)),StateType = S
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ߋLbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !var(57)
triggerall = !Helper(95000+id),var(47)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = P2dist X <=50
triggerall = P2bodydist Y > -50
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = P2bodydist X = [-5,12]
trigger2 = EnemyNear(var(55)),StateNo = [120,159]
trigger2 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 6) = [-5,45]
trigger3 = Helper(95000+id),var(47)
trigger3 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 6) = [-5,30]

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !var(57) && var(20)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = P2dist X >55
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -90
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [25,60]
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !Helper(95000+id),var(47)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall =(EnemyNear(var(55)),StateNo != [120,159])||EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist Y > -100
triggerall = !InGuardDist
trigger1 = !var(58) && !var(20)
trigger1 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,40]
trigger2 = !var(58) && var(20)
trigger2 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,25]
trigger3 = var(58) = 1
trigger3 = EnemyNear(var(55)),BackEdgeBodyDist < 20
trigger3 = P2BodyDist X = [-5,43]

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,63]
triggerall = P2BodyDist Y > -40
trigger1 = !InGuardDist

;==============================================================================
;
;MAX
[State -3, Jump Strong Kick]
type = ChangeState
value = 900
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(20) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = !InGuardDist
trigger1 = P2bodydist X > 40
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger1 = Random <= 300
trigger2 = P2bodydist X > 100
trigger2 = Random <= 20
trigger3 = P2bodydist X > 160
trigger3 = Random <= 130

;---------------------------------------------------------------------------
;DEXNu
[State D. Scramble]
type = ChangeState
value = 2500
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = power >= 3000 || (var(20) > 0 && power >= 1000 )
triggerall = life <= 300
triggerall = P2BodyDist X > 60
triggerall = !InGuardDist
trigger1 = var(58) = 1
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger2 = P2BodyDist X > 80
trigger2 = Random <= 333

;---------------------------------------------------------------------------
;
[State -3, Taunt]
type = ChangeState
value = 199
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 9 || var(50)
triggerall = var(24) = 0
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = P2BodyDist X > 60
triggerall = !InGuardDist
trigger1 = var(58) = 1
trigger1 = Random <= 200 - var(59)*16
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger2 = P2BodyDist X > 100
trigger2 = Random <= 333
trigger3 = var(50)
trigger3 = P2BodyDist X > 150
trigger3 = Random <= 200 - var(59)*18

;---------------------------------------------------------------------------
;DEVh[
[State D. Shadow]
type = ChangeState
value = 2200
triggerall = var(59) >= 6 && RoundState = 2
triggerall = var(20) = 0
triggerall = var(24) = 0
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*10
triggerall = power >= 2000 ||(var(20) > 0 && power >= 1000)
triggerall = P2BodyDist X > 50
triggerall = !InGuardDist
trigger1 = var(58) = 1
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger2 = P2BodyDist X > 110
trigger2 = Random <= 333

;---------------------------------------------------------------------------
;Vh[
[State Shadow]
type = ChangeState
value = 1900
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(24) = 0
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X > 60
triggerall = !InGuardDist
trigger1 = var(58) = 1 || var(57) = 1
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = P2BodyDist X > 150
trigger3 = EnemyNear(var(55)),MoveType != A
trigger3 = !EnemyNear(var(55)),Ctrl || P2BodyDist X > 200
trigger3 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger3 = P2BodyDist X > 175
trigger3 = Random <= 150

;---------------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = !var(54)
trigger1 = P2BodyDist X > 110
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 400
trigger2 = !var(54)
trigger2 = P2BodyDist X > 130
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 100
trigger3 = var(54)
trigger3 = P2BodyDist X > 90
trigger3 = EnemyNear(var(55)),StateType != L
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = Random <= 100

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = 19 && time >= 16)||stateno = 99
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 40
trigger1 = stateno != 99
trigger1 = Random <= 80
trigger2 = stateno = 99
trigger2 = p2bodydist X < 60
trigger2 = Random <= 140
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = Partner,MoveType = H
trigger3 = !inguarddist
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = 18 && time >= 16)
triggerall = BackEdgeBodyDist > 30
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 25
trigger1 = Random <= 25
trigger2 = p2bodydist X < 10
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = Random <= 50
trigger3 = var(54) = 2
trigger3 = p2bodydist X = [-40,30]
trigger3 = (EnemyNear(var(55)),StateType = A && EnemyNear(var(55)),MoveType = H)
trigger3 = Random <= 50

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(59) >= 1 && Roundstate = 2
trigger1 = p2bodydist X = [0,110]
trigger1 = Random <= 25
trigger2 = Roundstate = 3

;------------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !Enemy,numproj
triggerall = BackEdgeBodyDist > 70
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X = [30,90]
trigger1 = Random <= 120
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NT, ST, HT
trigger2 = P2BodyDist X = [-5,60]
trigger2 = Random <= 150 || (var(59) > 10)
trigger3 = P2BodyDist X = [10,50]
trigger3 = Random <= 50
trigger4 = EnemyNear(var(55)),StateType = L
trigger4 = P2BodyDist X = [-5,50]

;------------------------------------------------------------------------------
;EWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
trigger1 = !inguarddist
trigger1 = (var(59)<10&&Random<=20) || (var(59)=10&&Random<=8) || (fvar(39) = [3,4])
trigger1 = P2BodyDist X = [70,110]
trigger2 = !inguarddist
trigger2 = (var(59)<10&&Random<=25) || (var(59)>=10&&Random<=10) || (fvar(39) = [3,4])
trigger2 = P2BodyDist X <= 70
trigger3 = EnemyNear(var(55)),StateType = C
trigger3 = P2BodyDist X < 80
trigger3 = var(59)<11 && Random<=60
trigger4 = EnemyNear(var(55)),HitDefAttr = C, NA
trigger4 = P2BodyDist X < 80
trigger4 = var(59)>9 && Random<=75

;------------------------------------------------------------------------------
;Em[}Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !inguarddist
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X = [110,170]
trigger1 = EnemyNear(var(55)),MoveType = A || Enemy,numproj
trigger1 = Random <= 150
trigger2 = P2BodyDist X = [110,170]
trigger2 = (var(59)<10 && Random <= 30) || (var(59)>=10 && Random <= 18)
trigger3 = !inguarddist
trigger3 = P2BodyDist X = [80,110]
trigger3 = (var(59)<10 && Random <= 25) || (var(59)=10 && Random <= 12)
trigger4 = P2BodyDist X = [0,40]
trigger4 = (var(59) >= 8 && Random <= 40)
trigger4 = var(58) := 20 || 1

;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
Trigger1 = EnemyNear(var(55)),StateType = A
Trigger1 = EnemyNear(var(55)),Vel X > 0
trigger1 = P2BodyDist X = [140,170]
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 36
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = BackEdgeBodyDist > 80
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = P2BodyDist X = [60,100]
trigger1 = Random <= 70
trigger2 = var(59) > 6
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = P2BodyDist X = [20,50]
trigger2 = Random <= 30-var(59)*2

;==============================================================================
;nZUEԂ
;DE}Oi
[State D. Magnum]
type = ChangeState
value = 2100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = power >= 1000 || var(20) > 0
triggerall = (life <= lifemax * 0.5)|| power >= 3000 ||(power >= 1000 && var(20) > 0)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [150,220]
triggerall = P2BodyDist Y-Floor(EnemyNear(var(55)),vel Y * 12) > -80
trigger1 = var(59) < 9
trigger1 = Random <= 25 - var(59)*2

;---------------------------------------------------------------------------
;[OEXpCEhCo[E
[State Rolling Spiral Driver]
type = ChangeState
value = 1000
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(30) = 0
triggerall = var(24) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !Enemy,numproj
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [90,128]
trigger1 = var(59) < 9
trigger1 = Random <= 50
trigger2 = var(59) >= 9
trigger2 = Random <= 25

;---------------------------------------------------------------------------
;[OEXpCEhCo[E
[State Rolling Spiral Driver]
type = ChangeState
value = 1001
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(59) < 11
triggerall = var(30) = 0
triggerall = var(24) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !Enemy,numproj
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [85,118]
trigger1 = Random <= 30 - var(59)*2

;---------------------------------------------------------------------------
;uXgAbp[E
[State Blast Upper]
type = ChangeState
value = 1100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(30) = 0
triggerall = var(24) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [45,78]
triggerall = P2BodyDist Y > -110
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = Random <= 50-var(59)*4
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = Random <= 100

;==============================================================================
;nZUE΍
;_bLORrl[VE
[State Ducking Combination]
type = ChangeState
value = ifelse(var(24) = 1, 1350, 1300)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = RoundState = 2
triggerall = var(30) = 0
triggerall = P2bodydist X = [0,30]
triggerall = EnemyNear(var(55)),StateType != L
Triggerall = EnemyNear(var(55)),MoveType != H
Triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = !InGuardDist
triggerall = (var(59) = [5,8]) && Random <= var(59)*5
trigger1 = EnemyNear(var(55)),Time > 30

;==============================================================================
;nZUE
;_VOr[g
[State Dancing Beat]
type = ChangeState
value = ifelse(var(24) = 1, 1450, 1400)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = RoundState = 2
triggerall = enemy,statetype = S || enemy,statetype = C
triggerall = enemy,stateno != [120,159]
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = Enemynear(var(55)),time >= (55 - var(59)*5)
triggerall = P2dist X <=60
triggerall = var(59)>10 || Random <= 150 || EnemyNear(var(55)),MoveType = I || (prevstateno = [700,710]) || (prevstateno = [5000,5270])
trigger1 = (var(59) = [3,9]) && Random <= var(59)*5
trigger2 = (var(59) = [10,11]) && Random <= 75

;---------------------------------------------------------------------------
;Xg}bNoX^[
[State -3, Kung Fu Throw]
type = ChangeState
value = ifelse((BackEdgeBodyDist >= 50||var(53)), 800, 850)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != 100
triggerall = p2dist X < 45
triggerall = p2statetype != A
triggerall = p2movetype != H
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*10
trigger2 = var(59) >= 10
trigger2 = Random <= 150
trigger3 = (EnemyNear(var(55)),facing = facing)||(prevstateno = [140,159])||(prevstateno = [700,710])||(prevstateno = [5000,5270]) || Helper(95000+id),var(46)
trigger3 = var(59) >= 9
trigger3 = Random <= 300
trigger4 = var(59) > 9 && (prevstateno = 205 || prevstateno = 235 )
trigger4 = EnemyNear(var(55)),stateno = [120,140]
trigger4 = Random <= 500 || var(59) > 10 || Helper(95000+id),var(46)

;==============================================================================
;nZUE΋(i)
;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2dist X >55
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [25,48]
triggerall = P2BodyDist Y >= -115
triggerall = !InGuardDist
trigger1 = Random <= var(59)*3

;---------------------------------------------------------------------------
;\Et[E
[State Soul Flower]
type = ChangeState
value = ifelse(var(24) = 1, 1250, 1200)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [-27,27]
triggerall = P2BodyDist Y >= -110
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 9
trigger2 = P2BodyDist X < -10
trigger2 = Random <= 200

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [5,45]
triggerall = P2BodyDist Y >= -100
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = Random <= var(59)*3
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -80
triggerall = P2dist X <=50
triggerall = P2BodyDist Y >= -85
triggerall = !InGuardDist
trigger1 = var(59) = [1,7]
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 8
trigger2 = Random <= 100
trigger3 = var(59) > 7 && Random <= 500
trigger3 = EnemyNear(var(55)),AnimTime <= -3
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -85
triggerall = P2dist X >50
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [25,60]
triggerall = P2BodyDist Y >= -85
triggerall = !InGuardDist
trigger1 = var(59) = [1,7]
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 8
trigger2 = Random <= 50
trigger3 = var(59) > 7 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;nZUEi
;bNNbV
[State -3, a]
type = ChangeState
value = 250
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,52]
triggerall = !InGuardDist
trigger1 = (var(59)<8 && Random <= (15+var(59)*2))||(var(59)>=8 && Random <= 50)
trigger2 = (life > lifemax * 0.5)||(power >= 2000)||(var(59) = [3,7])
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 100

;==============================================================================
;nZUEi
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,52]
triggerall = !InGuardDist || (life >= lifemax * 0.6)
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = (var(59) < 10 && Random <= var(59)*10)||(var(59) >= 10 && Random <= 120)
trigger2 = var(59) > 7 && Random <= 333
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),AnimTime <= -4
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 8) = [40,75]
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 20

;==============================================================================
;nZUEi
;ߋLbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2dist X <=55
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist || (life >= lifemax * 0.2)
trigger1 = var(59) = [1,7]
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 8
trigger2 = Random <= 100
trigger3 = var(59) > 7 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [0,65]
triggerall = P2BodyDist Y >= -40
triggerall = !InGuardDist || (life >= lifemax * 0.6)
trigger1 = var(59) = [1,7]
trigger1 = Random <= var(59)*2
trigger2 = var(59) >= 8
trigger2 = (P2BodyDist X < 40 && Random <= 100)||(P2BodyDist X >= 40 && Random <= 30)
trigger3 = var(59) > 7 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75
triggerall = P2dist X >50
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [30,63]
triggerall = P2BodyDist Y >= -65
triggerall = !InGuardDist || (life >= lifemax * 0.6)
trigger1 = var(59) = [1,7]
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 8
trigger2 = Random <= 50
trigger3 = var(59) > 7 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = (Random <= 333 && (life <= lifemax * 0.6)) || (life >= lifemax * 0.6)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75
triggerall = P2dist X >55
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [50,77]
triggerall = P2BodyDist Y >= -65
triggerall = !InGuardDist
trigger1 = var(59) = [1,7]
trigger1 = Random <= var(59)*5
trigger2 = life > lifemax * 0.4
trigger2 = var(59) = [8,9]
trigger2 = Random <= 10
trigger3 = var(59) > 7 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -11
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]


;==============================================================================
;󒆋ZU
;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = Vel Y > 0
triggerall = Pos Y > -70
trigger1 = var(58) = 20 || P2Dist X = [-40,0]
trigger2 = P2BodyDist X+Floor(vel X * 5) = [-30,-5]
trigger2 = EnemyNear(var(55)),StateNo = 5120

;---------------------------------------------------------------------------
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = var(58) != 20
trigger1 = P2BodyDist X+Floor(vel X * 5) = [0,45]
trigger1 = P2BodyDist Y = [-50,60]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -70

;---------------------------------------------------------------------------
;󒆋p`
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = var(58) != 20
trigger1 = P2BodyDist X+Floor(vel X * 6) = [0,40]
trigger1 = P2BodyDist Y = [-60,60]
trigger1 = Vel Y > 0

;---------------------------------------------------------------------------
;󒆂ӂ΂U
[State -3, Jump Strong Kick]
type = ChangeState
value = 690
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = stateno != 106
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y = [-60,50]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = P2BodyDist X+Floor(vel X * 10) = [40,75]
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = P2BodyDist X+Floor(vel X * 10) = [-5,90]
trigger2 = vel X < 0
trigger2 = !InGuardDist

;---------------------------------------------------------------------------
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X+Floor(vel X * 7) = [20,60]
trigger1 = P2BodyDist Y = [-80,50]

;==============================================================================
;̑
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = alive
trigger1 = FrontEdgeBodyDist < 70

;Wv
[State -3, Jamp]
type = ChangeState
value = 37
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = alive
triggerall = P2BodyDist X = [-20,20]
trigger1 = BackEdgeBodyDist <= 25

;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = alive
trigger1 = BackEdgeBodyDist <= 25

;
[State -3, Taunt]
type = ChangeState
value = 199
triggerall = var(59) >= 1 && RoundState = 3
triggerall = !fvar(35)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 60
triggerall = alive
trigger1 = var(59) = 10
trigger1 = life > lifemax * 0.5
trigger2 = var(59) > 10





