
[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000+id)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,194])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
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 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

[State -3, XCb`]
type = varset
trigger1 = var(59) > 0
var(56) = 0  ;1ɂƑ̗͂ɗ]T鎞ɒ܂

[State -3, tFCgXebvQ[Wߐݒ]
type = varset
trigger1 = var(59) > 0 && RoundState = 2
fvar(31) = 2 ;1~2͈̔͂ŕςĂ
             ;0-sȂ@1-_E@2-Ώ

[State -3, px]
type = varset
trigger1 = var(59) > 0 && RoundState = 2
fvar(33) = 5 ;1~10͈̔͂ŕςĂ

[State -3, qĂяo]
type = varset
trigger1 = var(59) > 0 && RoundState = 2
fvar(34) = 1 ;0ɂƎqĂяoȂȂ܂
             ;Xg[[ƂŎזȎɂłǂ

[State -3, ݒ]
type = varset
trigger1 = var(59) > 0 && RoundState = 2
fvar(38) = 0 ;0ɂƏ܂
             ;LV1011̎ɂ܂

;---------------------------------------------------------------------------
;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]
type=VarSet
trigger1=Var(10)=1
trigger1=movetype!=A
var(10)=0

[STate -3]
type=VarSet
trigger1=Var(11)=1
trigger1=P2movetype!=H
var(11)=0

[State -3]
type = VarSet
trigger1 = IsHomeTeam && Roundstate = 0 && Pos X > 0
var(1) = 1

[state -3]
type=DisplayToClipboard
trigger1=1
text="var(1):%d,Movecontact:%d,var(58):%d,var(50):%d,var(52):%d"
params=var(1),Movecontact,var(58),var(50),var(52)


[State -3]
type = VarSet
trigger1 = var(15) = 0
var(7) = 0

[State -3]
type=attackMulSet
trigger1=Var(15)=0
trigger1=stateno<3000
trigger2=stateno>=3000
value=1

[State -3]
type=attackMulSet
trigger1=Var(15) > 0
trigger1 = stateno<3000
value=1.25

[State -3]
type=VarSet
triggerall=Var(16)=0
trigger1=P2name="ZERO"||P2name="Zero By Third"||P2name="Tin G_rugal"||P2name="Tin A_rugal"
trigger2=P2name="Geese Howard"||p2name="Dark Chun Li"||P2name="Grant"||P2name="justice"
trigger3=P2name="krizalid"||P2name="Goenitz"||P2name="Gouki by M.M.R."
trigger4=P2name="Shadow DIO"||P2name="Kouryu"||P2name="Musashi Akatsuki"
var(16)=1

[State -3]
type=varSet
triggerall = var(30) != 0
trigger1=Enemy,stateno=0||(Enemy,stateno=[20,21])||(Enemy,stateno=[10,12])||(Enemy,stateno=[5100,5120])
trigger2 = movehit
trigger2 = (stateno=[200,205])|| stateno = 235 || stateno = 261
trigger3 = movehit
trigger3 = stateno = 400 || stateno = 410|| stateno = 215
var(30) = 0

;==================================================================================
;^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 = TeamMode = Simul
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 = TeamMode = Simul
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 = TeamMode = Simul
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 = TeamMode = Simul
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

;==============================================================================
;R{p

[State -3, wbhobg[v]
type = varset
triggerall = var(59)
triggerall = !var(58)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 355 && movehit
var(58) = 1

[State -3, _Eǂł]
type = varset
triggerall = var(59)
trigger1 = stateno = 1210
trigger1 = time = 1
var(58) = 2

[State -3, _EǂłZbg]
type = varset
triggerall = var(59)
trigger1 = stateno = 1600 && time = [1,5]
trigger2 = stateno = 3410 && time = 1
var(58) = 3

[State -3, wbhobg[vE񐔃JEg]
type = varset
triggerall = var(59)
triggerall = var(58) = 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 355 && movehit
var(57) = var(57)+1

[State -3, R{ϐZbg]
type = varset
triggerall = var(59)
triggerall = var(58)
trigger1 = var(58) = 10
trigger1 = stateno = [600,699]
trigger2 = var(58) = [2,3]
trigger2 = stateno = [1610,1699]
trigger3 = (stateno = [2000,3999])|| stateno = 8000
trigger4 = EnemyNear(var(55)),Ctrl
trigger5 = var(58) != [2,3]
trigger5 = EnemyNear(var(55)),StateType = L
var(58) = 0

[State -3, R{ϐZbg]
type = varset
triggerall = var(59)
trigger1 = var(57)
trigger1 = EnemyNear(var(55)),Ctrl || EnemyNear(var(55)),StateType = L
var(57) = 0

[State -3, K[h]
type = varset
triggerall = var(59) > 8
trigger1 = !var(50)
trigger1 = (stateno = [105,106])||(stateno = [120,159])||(stateno = [5100,5120])
trigger1 = !ctrl
var(50) = 5+ (var(59) - 9) * 5

[State -3, 荞ݔ]
type = varset
triggerall = var(59) > 8
trigger1 = !var(51)
trigger1 = (stateno = [500,519])||(prevstateno = [730,759])
trigger1 = !ctrl
var(51) = 3+ (var(59) - 9) * 3

[State -3, hbvs]
type = varset
triggerall = enemy,stateno = 1650
trigger1 = !var(52)
trigger1 = stateno = 1680
trigger1 = p2dist X < 0 
var(52) = 1

[State -3, K[h]
type = varadd
triggerall = var(59) > 8
trigger1 = var(50) > 0
trigger1 = ctrl ||(stateno = [18,19])|| stateno = 99
var(50) = -1

[State -3, 荞ݔ]
type = varadd
triggerall = var(59) > 8
trigger1 = var(51) > 0
trigger1 = ctrl ||(stateno = [18,19])|| stateno = 99
var(51) = -1

[State -3, ]
type = varset
trigger1 = RoundState = 2 && !var(59)
trigger2 = RoundState = 3
trigger2 = stateno = 195
fvar(38) = 1

;==================================================================================
;߂Ή
[State -3]
Type = HelPer
Trigger1 = !NumHelper(15000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 15000
ID = 15000+ID
OwnPal = 1
pos = 5, 0
postype = p1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(15000+root,ID)
Trigger1 = StateNo != 15000
value = 15000

[State -3]
type = changeanim
Trigger1 = IsHelper
Trigger1 = IsHelper(15000+root,ID)
Trigger1 = Anim != 0
value = 0

;==============================================================================
;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 = "Lyndis" && EnemyNear(var(55)),StateNo = 1020
Trigger6 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger7 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;H×tEu͂ꔖv
Trigger8 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger8 = EnemyNear(var(55)),StateNo = 970
Trigger9 = fvar(37) && EnemyNear(var(55)),StateNo = fvar(37)
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!="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" || 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= (fvar(35) && EnemyNear(var(55)),StateNo = fvar(35))||(fvar(36) && EnemyNear(var(55)),StateNo = fvar(36))
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
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
;RobgzOEfbg[Cv
Trigger7 = EnemyNear(var(55)),Name = "Combat Echizen"
Trigger7 = EnemyNear(var(55)),StateNo = [3200,3201]
;EBhMCXXEŏIR
Trigger8 = EnemyNear(var(55)),Name = "wind_MCXX"
Trigger8 = EnemyNear(var(55)),StateNo = [7600,7651]
;[hCiXEH̎
Trigger9 = EnemyNear(var(55)),Name = "RaveEx"
Trigger9 = ((EnemyNear(var(55)),StateNo = [3100,3101])&&EnemyNear(var(55)),Time > 40)||(EnemyNear(var(55)),StateNo = [3200,3301])
;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) = 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]))
fvar(39) = 6

[State -3,蓮쒆G(VIP)]
Type = VarSet
triggerall = var(59) >= 8 && RoundState = 2
;ǂEEE
trigger1 = EnemyNear(var(55)),Name = "Gale"
trigger1 = EnemyNear(var(55)),stateno = [1320,1325]
fvar(30) = 2


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


[State -3,]
type = VarAdd
triggerall = var(59) >= 1
trigger1 = fvar(30) >= 1
fvar(30) = -1

;==============================================================================
;؂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 || stateno = [120,121]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = p2bodydist X < 110
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = fvar(39)= 3

;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = ifelse(P2Bodydist X < 55, 38, 35)
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = fvar(39)= 4

;Oً}
[State -3, T S]
type = ChangeState
value = 500
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = p2bodydist X = [-15,90]
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = fvar(39)= 5

;---------------------------------------------------------------------------
;
[State -3,a]
type = ChangeState
value = 3700
triggerall = var(59) >= 8 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=500)
triggerall = !fvar(30)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-9,65]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),AnimTime <= -20
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10 || var(50)>7
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (var(50) > 0)||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;^bO
[State -3,b]
type = ChangeState
value = 8000
triggerall = var(59) >= 7 && RoundState = 2
triggerall = (var(59)<=10&&Random<=fvar(33)*100)|| var(59)>10
triggerall = fvar(34)
triggerall = !fvar(30)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-9,27]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = EnemyNear(var(55)),AnimTime <= -2
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10 || var(50)>7
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (var(50) > 0)||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;GfBAuA}E   
[State -3,c]
type = ChangeState
value = 3101
triggerall = var(59) >= 6 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*15)||(var(59)>10&&Random<=500)
triggerall = !fvar(30)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = power >= 2000 ||(power >= 1000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-9,50]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),AnimTime <= -22
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10 || var(50)>7
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (var(50) > 0)||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;^CK[Xs
[State -3,d]
type = ChangeState
value = ifelse(power >= 3000 ||(power >= 2000 && Life < Lifemax * 0.5),3200,3000)
triggerall = var(59) >= 5 && RoundState = 2
triggerall = (var(59)<=10&&Random<=fvar(33)*100)|| var(59)>10
triggerall = !fvar(30)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-9,27]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = EnemyNear(var(55)),AnimTime <= -2
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10 || var(50)>7
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (var(50) > 0)||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;As[
[State -3,e]
type = ChangeState
value = 3400
triggerall = var(59) > 8 && roundstate = 2
triggerall = var(25) = 1
triggerall = !fvar(30)
triggerall = power >= 1000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = (PrevStateNo = [120,159]) || var(59) > 9
triggerall = P2BodyDist Y > -50
triggerall = EnemyNear(var(55)),StateType != A ||(EnemyNear(var(55)),StateType = A && P2Dist Y < -20)
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
triggerall = (EnemyNear(var(55)),HitDefAttr = SA, NA, SA, HA)
triggerall = !Enemy,numproj
trigger1 =(var(59)<10 && Life <= Lifemax * 0.3 && Random <= 30)||(var(59)=10 && Life <= Lifemax * 0.6 && Random <= 60)||(var(59)>10 && Random <= 100)
trigger1 = Enemynear(var(55)),Time <= 3
trigger2 =(var(59)=10 && Random <= 60)||(var(59)>10 && Random <= 150)
trigger2 = Enemynear(var(55)),Time <= 5
trigger2 = (PrevStateNo = [120,139])

;---------------------------------------------------------------------------
;[vU
[State -3,f]
type = ChangeState
value = 1600
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=fvar(33)*100)|| var(59)>10
triggerall = var(25) = 1
triggerall = !fvar(30)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-9,16]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = enemy,stateno != [1640,1650]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = EnemyNear(var(55)),AnimTime <= -2
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10 || var(50)>7
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (var(50) > 0)||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;"^CK[lbN`X["   
[State -3,g]
type = ChangeState
value = 1200
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=fvar(33)*100)|| var(59)>10
triggerall = !fvar(30)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || stateno = [120,121]
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-9,33]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = EnemyNear(var(55)),AnimTime <= -2
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10 || var(50)>7
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (var(50) > 0)||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;obNXebv(ߋ΍)
[State -3,oNXe]
Type = ChangeState
Value = 105
Triggerall = Var(59) >= 8 && 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 = Random <= var(59)*25 || var(59)>9
trigger1 = p2bodydist X < 50
trigger1 = EnemyNear(var(55)),Time < 6
trigger1 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger2 = p2bodydist X < 50
trigger2 = EnemyNear(var(55)),Name = "Gale"
trigger2 = EnemyNear(var(55)),StateNo = 1500
trigger3 = p2bodydist X = [20,80]
trigger3 = BackEdgeBodyDist > 60
trigger3 = EnemyNear(var(55)),HitDefAttr = SC, NA
trigger3 = Random <= 60

;---------------------------------------------------------------------------
;Oً}
[State -3, T S]
type = ChangeState
value = 500
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 = !fvar(30) && !fvar(39)
triggerall = Enemynear(var(55)),animtime <= -31
triggerall = EnemyNear(var(55)),movetype = A
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = (!Enemy,numproj &&(P2BodyDist X = [25,110]))||(Enemy,numproj &&(P2BodyDist X = [30,120]))
trigger1 = InGuardDist || Random <= 333

;GC肱
[State -3,]
type = ChangeState
value = 740
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 = !fvar(30) && !fvar(39)
triggerall = statetype != A&&Power>=1000
triggerall = Enemynear(var(55)),animtime = [-40,-29]
triggerall = EnemyNear(var(55)),movetype = A
triggerall = P2BodyDist X = [45,110]
triggerall = life <= lifemax * 0.7
triggerall = Random <= var(59)*5
trigger1 = stateno=150||Stateno=152
trigger2 = Time<=3
trigger2 = stateno=151||Stateno=153

;---------------------------------------------------------------------------
;ً}
[State -3, T S]
type = ChangeState
value = 510
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = !var(58)
triggerall = !fvar(30) && !fvar(39)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = P2BodyDist X = [40,110]
triggerall = !var(53) || BackEdgeBodyDist > 50
trigger1 = var(59) <= 8
trigger1 = Random <= 60-var(59)*5
trigger2 = var(59) > 8
trigger2 = !Enemy,numproj
trigger2 = Random <= 25

;------------------------------------------------------------------------------
;GCӂƂ΂
[State -3,]
type = ChangeState
value = 730
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = power >= 1000
triggerall = stateno = 150 || Stateno = 152 ||((stateno=151||Stateno=153)&&Time<=3)
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-60,10]
triggerall = Enemynear(var(55)),animtime <= -10
triggerall = !EnemyNear(var(55)),Ctrl
trigger1 = enemynear(var(55)),life < 35
trigger2 = Enemynear(var(55)),Time >= 40
trigger2 = Random <= 50
trigger3 = BackEdgeBodyDist < 30
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger3 = Random <= 200
trigger4 = BackEdgeBodyDist < 15 ||(life <= lifemax * 0.5 && power >= 2000)
trigger4 = Random <= 10
trigger5 = life <= lifemax * 0.1
trigger5 = Random <= 30

;==============================================================================
;˂p
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = ifelse(vel X = 0 && stateno != 54, 645, 640)
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) != 10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [-15,65+Floor(vel X * 10)]
triggerall = (P2BodyDist Y+Floor(vel Y * 10) = [-35,60])|| Pos Y > -40
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = stateno != 50
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])
trigger1 = EnemyNear(var(55)),AnimTime = [-25,-4]
trigger1 = Random <= 300 || Pos Y > -40
trigger2 = vel Y >= 0
trigger2 = (fvar(39) = [3,4])&& Pos Y < -25
trigger3 = (stateno = 54 && (time = [7,10]))||((stateno = [132,140])&& vel Y >= 0)
trigger3 = EnemyNear(var(55)),HitDefAttr = SCA, AT

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && 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 != [90,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [-20,15]
triggerall = P2bodydist Y > -55
triggerall = EnemyNear(var(55)),AnimTime <= -6
trigger1 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)|| var(51)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -12
trigger2 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10|| var(51)
trigger3 = EnemyNear(var(55)),Name = "Gale"
trigger3 = EnemyNear(var(55)),stateno = 1325 && time = [1,2]

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
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 != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
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) = [-10,30]
triggerall = P2bodydist Y > -25
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)|| var(51)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -10
trigger2 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10|| var(51)
trigger3 = EnemyNear(var(55)),Name = "Gale"
trigger3 = EnemyNear(var(55)),stateno = 1325 && time = [1,2]

;---------------------------------------------------------------------------
;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)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [20,54]
triggerall = P2bodydist Y > -25
triggerall = EnemyNear(var(55)),AnimTime <= -9
trigger1 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)|| var(51)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -15
trigger2 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;tFCgXebvE
[State -3]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*12
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 10) = [40,65]
triggerall = P2bodydist Y > -45
triggerall = EnemyNear(var(55)),AnimTime <= -15
trigger1 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(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 > -19
trigger2 =(prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10

;^bO
[State -3]
type = ChangeState
value = 8000
triggerall = var(59) > 7 && RoundState = 2
triggerall = fvar(34)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= fvar(33)*33 || var(59) > 10
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-5,27]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),AnimTime <= -1
trigger1 = (prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(prevstateno = [5000,5210])|| var(59) > 10|| var(51)

;^CK[Xs
[State -3]
type = ChangeState
value = ifelse(power >= 3000 ||(power >= 2000 && Life < Lifemax * 0.5),3200,3000)
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= fvar(33)*50 || var(59) > 10
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-5,27]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),AnimTime <= -1
trigger1 = (prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(prevstateno = [5000,5210])|| var(59) > 10 || var(51)

;"^CK[lbN`X["   
[State -3]
type = ChangeState
value = 1200
triggerall = var(59) > 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= fvar(33)*50 || var(59) > 10
triggerall = power >= 3000 ||(power >= 2000 && life <= lifemax * 0.6)
triggerall = p2bodydist X = [-5,30]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),AnimTime <= -7
trigger1 = (prevstateno = [140,155])||(prevstateno = [500,519])||(prevstateno = [730,759])||(prevstateno = [1100,1199])||(prevstateno = [5000,5210])|| var(59) > 10

;
[State -3]
type = ChangeState
value = ifelse(BackEdgeBodyDist < 20,900,800)
triggerall = var(59) >= 9 && RoundState = 2
triggerall = !fvar(30)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = p2statetype = S || p2statetype = C
triggerall = p2movetype != H
triggerall = p2bodydist X = [-5,4]
trigger1 = (EnemyNear(var(55)),facing = facing)||(prevstateno = [500,510])||(prevstateno = [5000,5270])|| var(51)
trigger1 = Random <= 300 || var(59) > 10

;==============================================================================
;^bOLq
;Tx[Wt@CA[Lbg
[State -3]
type = ChangeState
value = 3500
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 8 && RoundState = 2
triggerall = var(54)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = power >= 1000
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [65,220]
triggerall = P2bodydist Y > -50
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),AnimTime <= -15
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),AnimTime <= -20
trigger2 = EnemyNear(var(55)),Movetype != H
trigger2 =(EnemyNear(var(55)),stateno != [2000,4999])&&(EnemyNear(var(55)),stateno != [5500,49999])

;GfBAuA}E   
[State -3]
type = ChangeState
value = 3101
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(54) > 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = power >= 2000
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [45,135]
triggerall = P2bodydist Y > -50
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),AnimTime <= -11
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [5000,5019]
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 13

;tFCgXebvE
[State -3]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(54)
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 * 12) = [30,90]
triggerall = P2BodyDist Y-Floor(EnemyNear(var(55)),vel Y * 8) = [-50,5]
triggerall = Random <= 200
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = (var(53)=[1,3])||EnemyNear(var(55)),facing = facing
trigger2 = (P2BodyDist X > 60 && EnemyNear(var(55)),AnimTime <= -16)||(P2BodyDist X > 90 && EnemyNear(var(55)),AnimTime <= -19)

;tFCgXebvE
[State -3, Q[W]
type = ChangeState
value = 1150
triggerall = var(59) > 6 && roundstate = 2
triggerall = var(53) <= 2
triggerall = !fvar(30)
triggerall = fvar(31) >= 2 ||(fvar(31) = 1 && EnemyNear(var(55)),StateType = L)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !InGuardDist
triggerall = power < powermax
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,MoveType = A
trigger1 = (Partner,StateNo = [2000,4999])||(Partner,StateNo > 5500)
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger1 = p2bodydist X > 150 || !var(53)
trigger2 = p2bodydist X > 200
trigger2 = var(54) = 1
trigger2 = Partner,MoveType != H

;==============================================================================
;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(15000+ID)
trigger2 = Helper(15000+ID),inguarddist
trigger3 = statetype != A
trigger3 = numHelper(15000+ID)
trigger3 = EnemyNear(var(55)),facing = facing || P2Dist X < 0
trigger3 = Helper(15000+ID),inguarddist && EnemyNear(var(55)),StateType = A

;==============================================================================
;NU
;[vU
[State -3, [v]
type = ChangeState
value = 1600
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(58) != 3
triggerall = var(25) = 1
triggerall = Random <= var(59)*20 || var(59) > 9
trigger1 = enemy,stateno = [5100,5119]
trigger1 = P2BodyDist X = [-15,30]
trigger2 = P2BodyDist X < 60
trigger2 = FrontEdgeBodyDist < 65 || var(58) = 2
trigger2 = enemy,stateno = [5100,5120]

;---------------------------------------------------------------------------
;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]
triggerall = EnemyNear(var(55)),stateno != 8080
triggerall = ctrl || (stateno = 19 && time >= 16)
trigger1 = p2bodydist X > 45

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = 18 && time >= 12)
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),stateno != 8080
triggerall = enemynear(var(55)),movetype = H
triggerall = BackEdgeBodyDist > 20
trigger1 = p2bodydist X < 40

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(54)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = BackEdgeBodyDist > 40
triggerall = P2BodyDist X < 45
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 100
trigger2 = var(58) != 2
trigger2 = EnemyNear(var(55)),stateno = [5100,5120]
trigger2 = Random <= 250
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = EnemyNear(var(55)),stateno = 8080

;---------------------------------------------------------------------------
;nCWv
[State -3, Hi Jump]
type = ChangeState
value = 35
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(54)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = BackEdgeBodyDist < 45
triggerall = P2BodyDist X < 50
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 500
trigger2 = var(58) != 2
trigger2 = EnemyNear(var(55)),stateno = [5100,5120]
trigger2 = Random <= 250
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = EnemyNear(var(55)),stateno = 8080

;==============================================================================
;uEA[}[΍
;As[
[State -3, nX^rX^[Inn[I]
type = ChangeState
value = 3400
triggerall = var(59) > 8 && roundstate = 2
triggerall = var(25) = 1
triggerall = statetype != A
triggerall = power >= 1000
triggerall = Random <= var(59)*30 || var(59) > 10
triggerall = Random <= 120 || EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),StateNo != [5000,5099]
triggerall = movecontact
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 = animelem = 3 ,>= 0
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 0 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno = 245 || stateno = 410 
trigger4 = stateno = 440 && animelem = 8, <= 0
trigger5 = animelem = 6,>= 0 && animelem = 9,<= 0
trigger5 = stateno = 720
trigger6 = animelem = 5,>= 0 && animelem = 6,< 0
trigger6 = stateno = 710
trigger7 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger7 = stateno = 355

;tFCgXebvE
[State -3, Xebv]
type = ChangeState
value = 1150
triggerall = var(59) > 8 && RoundState = 2
triggerall = Random <= var(59)*30 || var(59) > 10
triggerall = statetype != A
triggerall = EnemyNear(var(55)),facing != facing
triggerall = BackEdgeBodyDist > 50
triggerall = movecontact
triggerall =((EnemyNear(var(55)),StateNo != [120,159])&&(EnemyNear(var(55)),StateNo != [5000,5099]))||(moveguarded &&(stateno = 410 || Random <= 100))
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 = animelem = 3 ,>= 0
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 0 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno = 245 || stateno = 410 
trigger4 = stateno = 440 && animelem = 8, <= 0
trigger5 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger6 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger6 = stateno = 355

;==============================================================================
;Rrl[V
;wbhobg
[State -3,]
type = ChangeState
value = 355
triggerall = statetype != A
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
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = movehit
trigger1 = stateno = 215 && animelem =4 ,<=0
trigger1 = !var(57)

;---------------------------------------------------------------------------
;hbvLbN
[State -3,]
type = ChangeState
value = 720
triggerall = statetype != A
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
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = movehit
trigger1 = stateno = 215 || stateno = 245 || stateno = 410
trigger1 = animelem =4 ,<=0
trigger2 = stateno = 400 && animelem =3 ,<=0

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = var(59) >= 7 && 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
triggerall = P2bodydist X < 25
triggerall = (EnemyNear(var(55)),StateNo = [120,159])|| P2bodydist X < 10
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 =  animelem = 3,>= 0
trigger2 = stateno = 235 || stateno = 400

;GfBAuA}E
[State -3, ^bO]
type = ChangeState
value = 3101
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(53)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,70]
triggerall = P2bodydist Y > -40
triggerall = movehit
triggerall = power >= 1000
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger1 = stateno = 215 || stateno = 245 || stateno = 410 
trigger2 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger3 = animelem = 5,>= 0 && animelem = 6,< 0
trigger3 = stateno = 710
trigger4 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger4 = stateno = 355

;SCGfBAuA}
[State -3, ^bO]
type = ChangeState
value = 3101
triggerall = statetype != A
triggerall = var(59) >= 9 && RoundState = 2
triggerall = var(53)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,70]
triggerall = P2bodydist Y > -40
triggerall = movehit
triggerall = power >= 2000
trigger1 = movecontact && animelem = 15,>= 0 && animelem = 17,< 0
trigger1 = stateno = 1070
trigger2 = movecontact && animelem = 3,>= 0 && animelem = 4,< 0
trigger2 = stateno = 1515

;==============================================================================
;AZEwbhobg[v
;tFCgXebvE
[State -3, Xebv]
type = ChangeState
value = 1150
triggerall = statetype != A
triggerall = var(59) >= 9 && 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
triggerall = movehit
trigger1 = P2bodydist X = [-10,60]
trigger1 = var(58) = 1
trigger1 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger1 = stateno = 355
trigger2 = P2bodydist X = [-12,5]
trigger2 = EnemyNear(var(55)),BackEdgeBodyDist < 20
trigger2 = stateno =720 && animelem = 6,>= 0 && animelem = 9 ,<= 0

;------------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 7 && 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 = EnemyNear(var(55)),Movetype = H
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = var(58) = [1,2]

;\obgE
[State -3, \obg]
type = ChangeState
value = 1001
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(53) != 5
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,50]
triggerall = P2bodydist Y > -50
triggerall = life <= Lifemax * 0.5 || var(59) > 9
triggerall = power >= 2000
triggerall = movehit
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger1 = stateno = 215 || stateno = 245 || stateno = 410 
trigger2 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0

;==============================================================================
;AZEKp
;
[State -3, MAX2]
type = ChangeState
value = 3700
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(53) || Random < 333
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,70]
triggerall = P2bodydist Y > -40
triggerall = movehit
triggerall = life <= Lifemax * 0.5
triggerall = power >= 2000
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger1 = stateno = 215 || stateno =245 || stateno =410 
trigger2 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger3 = animelem = 5,>= 0 && animelem = 6,< 0
trigger3 = stateno = 710
trigger4 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger4 = stateno = 355

;^bO
[State -3, _Ci}[CI]
type = ChangeState
value = 8000
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = fvar(34)
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 = [-10,25]
triggerall = P2bodydist Y > -25
triggerall = movehit
triggerall = power >= 2000
trigger1 = (stateno = [200,205])&&(animelem = 4,>= 0)
trigger2 = animelem = 3 ,>= 0
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno =245 || stateno =410 
trigger4 = stateno =720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger5 = animelem = 5,>= 0 && animelem = 6,< 0
trigger5 = stateno = 710
trigger6 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger6 = stateno = 355

;SC^bO
[State -3, _Ci}[CI]
type = ChangeState
value = 8000
triggerall = statetype != A
triggerall = var(59) >= 9 && RoundState = 2
triggerall = fvar(34)
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 = [-10,25]
triggerall = P2bodydist Y > -25
triggerall = movehit
triggerall = power >= 3000
trigger1 = animelem = 15,>= 0 && animelem = 17,< 0
trigger1 = stateno = 1070
trigger2 = animelem = 3,>= 0 && animelem = 4,< 0
trigger2 = stateno = 1515

;MAX^CK[Xs
[State -3,]
type = ChangeState
value = 3200
triggerall = statetype != A
triggerall = var(59) >= 5 && 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
triggerall = P2bodydist X = [-10,22]
triggerall = P2bodydist Y > -25
triggerall = movehit
triggerall = power >= 2000
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 = animelem = 3 ,>= 0
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno =245 || stateno = 410 
trigger4 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger5 = animelem = 5,>= 0 && animelem = 6,< 0
trigger5 = stateno = 710

;SCMAX^CK[Xs
[State -3]
type = ChangeState
value = 3201
triggerall = statetype != A
triggerall = var(59) >= 7 && 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
triggerall = P2bodydist X = [-10,26]
triggerall = P2bodydist Y > -25
triggerall = movehit
triggerall = power >= 3000
trigger1 = animelem = 15,>= 0 && animelem = 17,< 0
trigger1 = stateno = 1070
trigger2 = animelem = 3,>= 0 && animelem = 4,< 0
trigger2 = stateno = 1515

;^CK[Xs
[State -3,]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = var(59) >= 3 && 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
triggerall = P2bodydist X = [-10,22]
triggerall = P2bodydist Y > -25
triggerall = movehit
triggerall = power >= 1000
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 =  animelem = 3 ,>= 0
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno =245 || stateno =410 
trigger4 = stateno = 440 && animelem = 8, <= 0
trigger5 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger6 = animelem = 5,>= 0 && animelem = 6,< 0
trigger6 = stateno = 710

;SC^CK[Xs
[State -3,]
type = ChangeState
value = 3001
triggerall = statetype != A
triggerall = var(59) >= 5 && 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
triggerall = P2bodydist X = [-10,26]
triggerall = P2bodydist Y > -25
triggerall = movehit
triggerall = power >= 2000
trigger1 = animelem = 15,>= 0 && animelem = 17,< 0
trigger1 = stateno = 1070
trigger2 = animelem = 3,>= 0 && animelem = 4,< 0
trigger2 = stateno = 1515

;GfBAuA}E
[State -3, A}E]
type = ChangeState
value = 3101
triggerall = statetype != A
triggerall = var(59) >= 4 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,70]
triggerall = P2bodydist Y > -40
triggerall = movehit
triggerall = power >= 1000
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger1 = stateno = 215 || stateno = 245 || stateno = 410 
trigger2 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0
trigger3 = animelem = 5,>= 0 && animelem = 6,< 0
trigger3 = stateno = 710
trigger4 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger4 = stateno = 355

;SCGfBAuA}
[State -3, SCA}]
type = ChangeState
value = 3101
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,70]
triggerall = P2bodydist Y > -40
triggerall = movehit
triggerall = power >= 2000
trigger1 = movecontact && animelem = 15,>= 0 && animelem = 17,< 0
trigger1 = stateno = 1070
trigger2 = movecontact && animelem = 3,>= 0 && animelem = 4,< 0
trigger2 = stateno = 1515

;==============================================================================
;AZEKEZp
;\obgE
[State -3, \obg]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-10,30]
triggerall = P2bodydist Y > -40
triggerall = movehit
trigger1 = stateno = 215 || stateno =245 || stateno =410 
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger2 = stateno = 720
trigger2 = animelem = 6,>= 0 && animelem = 9,<= 0
trigger3 = stateno = 355
trigger3 = animelem = 4,>= 0 && animelem = 6,<= 0

;"^CK[lbN`X["   
[State -3, ^CK[]
type = ChangeState
value = 1200
triggerall = statetype != A
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
triggerall = P2bodydist X = [-10,24]
triggerall = P2bodydist Y > -25
triggerall = movehit
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 = animelem = 3 ,>= 0
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno =245 || stateno =410 
trigger4 = stateno = 440 && animelem = 8, <= 0
trigger5 = stateno = 720 && animelem = 6,>= 0 && animelem = 9 ,<= 0

;T}[
[State -3, T}[]
type = ChangeState
value = 1300
triggerall = statetype != A
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
triggerall = P2bodydist X = [-15,45]
triggerall = P2bodydist Y > -25
triggerall = movehit
trigger1 = stateno = 215 || stateno =245 || stateno =410 
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger2 = stateno = 720
trigger2 = animelem = 6,>= 0 && animelem = 9,<= 0
trigger3 = stateno = 355
trigger3 = animelem = 4,>= 0 && animelem = 6,<= 0

;tFCgXebvE
[State -3, tFCg]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-15,85]
triggerall = P2bodydist Y > -60
triggerall = movehit
trigger1 = stateno = 215 || stateno =245 || stateno =410 
trigger1 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger2 = stateno = 720
trigger2 = animelem = 6,>= 0 && animelem = 9,<= 0
trigger3 = stateno = 355
trigger3 = animelem = 4,>= 0 && animelem = 6,<= 0

;o[hIup_CX
[State -3, o[h]
type = ChangeState
value = 1800
triggerall = statetype != A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(59) < 10
triggerall = !var(58)
triggerall = Random <= 500-var(59)*20
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-15,65]
triggerall = P2bodydist Y > -90
triggerall = movehit
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 = stateno = 215 || stateno =410
trigger2 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger3 = stateno = 440 && animelem = 8, <= 0

;tFCgXebvE
[State -3, Xebv]
type = ChangeState
value = 1150
triggerall = var(59) > 8 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),facing != facing
triggerall = EnemyNear(var(55)),StateNo = [120,159]
triggerall = Random <= var(59)*30 || var(59) > 10
triggerall = BackEdgeBodyDist > 50
triggerall = movecontact
trigger1 = (stateno = [200,205]) && (animelem = 4,>= 0)
trigger2 = animelem = 3 ,>= 1
trigger2 = stateno = 235 || stateno = 400 || stateno = 430
trigger3 = animelem = 3,>= 1 && animelem = 5,<= 0
trigger3 = stateno = 215 || stateno =245 || stateno =410 
trigger4 = stateno = 440 && animelem = 8,<= 0
trigger5 = animelem = 6,>= 0 && animelem = 9,<= 0
trigger5 = stateno =720
trigger6 = animelem = 4,>= 0 && animelem = 6,<= 0
trigger6 = stateno = 355

;==============================================================================
;nq
;ߋLbN
[State -3, Stand Light Kick]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = p2bodydist X = [-10,10]
triggerall = P2bodydist Y > -30
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) < 7
trigger2 = EnemyNear(var(55)),StateType = S
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-5,33]
triggerall = P2bodydist Y > -15
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 300

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-20,15]
triggerall = P2bodydist Y > -50
trigger1 = (EnemyNear(var(55)),StateNo != [120,159])|| Random <= 150
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 6 || EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Crouching Light Punch
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-9,32+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2bodydist Y > -25
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-9,50+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2bodydist Y > -24
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [15,33]
triggerall = P2bodydist Y > -15
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),StateNo != [120,159]

;==============================================================================
;
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = life > lifemax * 0.5 || var(59) < 6
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !Enemy,NumProj
triggerall = !inguarddist
triggerall = Random <= 50-(var(59)*5)
triggerall = P2BodyDist X > 180 || var(59) < 4
triggerall = !var(54) || var(59) < 9
trigger1 = !var(56)
trigger1 = var(59) = [8,9] 
trigger1 = (life > lifemax * 0.9) || (life*0.3 > enemynear(var(55)),life)
trigger2 = (var(59) = [4,7])|| var(56)
trigger2 = (life > lifemax * 0.7) || (life*0.3 > enemynear(var(55)),life)
trigger3 = var(59) < 4 && P2BodyDist X > 130

;------------------------------------------------------------------------------
;tFCgXebvE
[State -3, Q[W]
type = ChangeState
value = 1150
triggerall = var(59) > 6 && roundstate = 2
triggerall = var(53) <= 2
triggerall = !fvar(30)
triggerall = fvar(31) >= 2 ||(fvar(31) = 1 && EnemyNear(var(55)),StateType = L)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = power < powermax
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !InGuardDist
trigger1 = fvar(31) > 0
trigger1 = P2bodydist X > 80
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger2 = fvar(31) > 1 && !var(54)
trigger2 = P2bodydist X > 180
trigger2 = Random <= 150 || (var(59)>9&&power<1000&&Random<=300)
trigger3 = fvar(31) > 1 && !var(54)
trigger3 = P2bodydist X > 150
trigger3 = EnemyNear(var(55)),StateType = L || EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),Movetype = H
trigger3 = EnemyNear(var(55)),StateNo != [120,159]
trigger3 = Random <= 333

;------------------------------------------------------------------------------
;_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 = P2BodyDist X > 150
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 300
trigger2 = P2BodyDist X > 120
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 80

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),stateno != 8080
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 55
triggerall = Random <= 50
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger2 = stateno = 99
trigger2 = p2bodydist X < 120
trigger3 = ctrl || (stateno = 19 && time >= 16)
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = (EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),MoveType = H)
trigger3 = Partner,MoveType != A

;---------------------------------------------------------------------------
;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 = EnemyNear(var(55)),stateno != 8080
triggerall = BackEdgeBodyDist > 20
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 60
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = p2bodydist X < 30
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
Triggerall = !var(58)
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(59) >= 1 && Roundstate = 2
trigger1 = p2bodydist X = [0,70]
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])
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X = [30,90]
trigger1 = Random <= 120
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger2 = P2BodyDist X = [-5,60]
trigger2 = Random <= 150 || (var(59) > 10)

;------------------------------------------------------------------------------
;Wv(჌x)
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = (Var(59) = [1,3]) && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;E߂Wv
[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 = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = !var(58)
trigger1 = (var(59)<10&&Random<=30) || (var(59)>=10&&Random<=15) || (fvar(39) = [3,4])
trigger1 = P2BodyDist X <= 90
trigger2 = var(59) > 8
trigger2 = !var(53) || var(53) = 5
trigger2 = P2BodyDist X = [51,75]
trigger2 = Random <= 70 
trigger2 = var(58) := 10
trigger3 = EnemyNear(var(55)),HitDefAttr = C, NA
trigger3 = P2BodyDist X = [50,80]
trigger3 = var(59)>9 && Random<=50

;------------------------------------------------------------------------------
;߂Wv
[State -3,Wv]
Type     = ChangeState
Value    = 35
Triggerall = Var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53) || var(53) = 5
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)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),BackEdgeBodyDist > 20
triggerall = EnemyNear(var(55)),alive
trigger1 = P2BodyDist X = [100,127]
trigger1 = Random <= 75
trigger1 = var(58) := 10
trigger2 = P2BodyDist X > 200
trigger2 = EnemyNear(var(55)),Name = "Gale"
trigger2 = EnemyNear(var(55)),stateno = 1320

;------------------------------------------------------------------------------
;EWv
[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 = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !inguarddist
trigger1 = P2BodyDist X = [130,210]
trigger1 = EnemyNear(var(55)),MoveType = A || Enemy,numproj
trigger1 = Random <= 150
trigger2 = (var(59)<10 && Random <= 20) || (var(59)>=10 && Random <= 10)
trigger2 = P2BodyDist X = [130,210]
trigger3 = (var(59)<10&&Random<=20) || (var(59)>=10&&Random<=12) || (fvar(39) = [3,4])
trigger3 = P2BodyDist X = [90,135]

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 38
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = !var(53) && !var(54) && !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
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),Vel X > 0
trigger1 = P2BodyDist X = [110,170]
trigger1 = Random <= 110

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 36
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = var(59) < 11
triggerall = !var(53) && !var(54)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = !inguarddist
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
trigger1 = P2BodyDist X = [60,120]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),vel X > 0
trigger1 = Random <= 45
trigger2 = P2BodyDist X <= 200
trigger2 = EnemyNear(var(55)),Name = "Gale"
trigger2 = EnemyNear(var(55)),stateno = 1320
trigger2 = EnemyNear(var(55)),time > 12

;==============================================================================
;nZUԂρE
;Tx[Wt@CA[Lbg
[State -3]
type = ChangeState
value = 3500
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = power >= 2000
triggerall = life >= lifemax * 0.5
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2bodydist X = [75,220]
triggerall = P2bodydist Y > -60
triggerall = !InGuardDist
triggerall = BackEdgeBodyDist < 80 || var(59) < 10
trigger1 = Random <= fvar(33)*100 || var(59) > 10
trigger1 = Random <= 70

;T}[
[State -3]
type = ChangeState
value = 1300
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58) && !fvar(30)
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 = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = Random <= fvar(33)*100
trigger1 = P2BodyDist X = [31,115]
trigger1 = !InGuardDist
trigger1 = Random <= 35-var(59)*2
trigger2 = EnemyNear(var(55)),HitDefAttr = C, NA
trigger2 = P2BodyDist X = [-5,75]
trigger2 = Random <= 150

;^bO
[State -3,_Ci}[CI]
type = ChangeState
value = 8000
triggerall = var(59) > 7 && RoundState = 2
triggerall = fvar(34)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100 || var(59) > 10
triggerall = power >= 2000
triggerall = p2bodydist X = [-5,28]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),MoveType = I ||(prevstateno = [500,510])||(prevstateno = [5000,5210])|| var(59) > 10
trigger1 = var(59) < 10 && Random <= fvar(33)*9
trigger2 = (var(59) = [10,11])&& Random <= fvar(33)*15
trigger3 = (EnemyNear(var(55)),MoveType = A &&(var(59)>10||var(50)>0))
trigger3 = Random <= 300

;^CK[Xs
[State -3]
type = ChangeState
value = ifelse(power >= 3000 ||(power >= 2000 && Life < Lifemax * 0.5),3200,3000)
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100 || var(59) > 10
triggerall = power >= 1000
triggerall = p2bodydist X = [-8,28]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateNo != [35,51]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),MoveType = I ||(prevstateno = [500,510])||(prevstateno = [5000,5210])|| var(59) > 10
trigger1 = var(59) < 10 && Random <= fvar(33)*15
trigger2 = (var(59) = [10,11])&& Random <= fvar(33)*25
trigger3 = (EnemyNear(var(55)),MoveType = A &&(var(59)>10||var(50)>0))
trigger3 = Random <= 300

;"^CK[lbN`X["   
[State -3]
type = ChangeState
value = 1200
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100 || var(59) > 10
triggerall = p2bodydist X = [-5,36]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [140,159]
triggerall = EnemyNear(var(55)),MoveType = I ||(prevstateno = [500,510])||(prevstateno = [5000,5210])|| var(59) > 10
trigger1 = var(59) < 10 && Random <= fvar(33)*15
trigger2 = (var(59) = [10,11])&& Random <= fvar(33)*25
trigger3 = (EnemyNear(var(55)),MoveType = A &&(var(59)>10||var(50)>0))
trigger3 = Random <= 300

;
[State -3]
type = ChangeState
value = ifelse(BackEdgeBodyDist < 20,900,800)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !fvar(30)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = p2statetype = S || p2statetype = C
triggerall = p2movetype != H
triggerall = p2bodydist X = [-5,4]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*10
trigger2 = var(59) >= 10
trigger2 = Random <= 150
trigger3 = var(59) > 9 && prevstateno = 205
trigger3 = EnemyNear(var(55)),stateno = [120,140]
trigger3 = Random <= 500 || var(59) > 10

;==============================================================================
;nZUE΋(i)
;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 10
triggerall = !fvar(30)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [50,71+Floor(EnemyNear(var(55)),vel X * 9)]
triggerall = P2BodyDist Y >= -78
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = P2BodyDist Y >= -75
trigger1 = EnemyNear(var(55)),Const(size.head.pos.y) < -85 || EnemyNear(var(55)),StateType = A
trigger1 = Random <= (90-var(59)*8)
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = Random <= 50

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58) && !fvar(30)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2bodydist X = [-20,15]
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = Random <= var(59)*40
trigger3 = EnemyNear(var(55)),AnimTime <= -6
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 = !fvar(30)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Vel X > 0
triggerall = P2BodyDist X = [45,70+Floor(EnemyNear(var(55)),vel X * 9)]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= (90-var(59)*8)
trigger2 = EnemyNear(var(55)),vel Y >= 0
trigger2 = var(59) = 10
trigger2 = Random <= 125

;==============================================================================
;nZUEi
;wbhobg
[State -3,]
type = ChangeState
value = 350
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 11
triggerall = !fvar(30)
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) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [10,41]
trigger1 = Random <= 25
trigger2 = var(59) = [5,8]
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 100

[State -3,]
type = ChangeState
value = 350
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(59) < 11
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateNo = [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [10,41]
triggerall = Random <= var(59)*20
trigger1 = stateno = 215 || stateno = 245 || stateno = 410
trigger1 = animelem =5 ,>=0 && animelem =6 ,<= 0
trigger2 = stateno = 440
trigger2 = animelem =9 ,>=0 && animelem =10 ,<= 0

;==============================================================================
;nZUEi
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !fvar(30)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-5,35]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*8
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = Random <= var(59)*40
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) && !fvar(30)
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 = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [25,54]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*4
trigger2 = var(59) >= 10
trigger2 = Random <= 20
trigger3 = Random <= var(59)*40
trigger3 = EnemyNear(var(55)),AnimTime <= -9
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 11
triggerall = !var(54) && !var(58) && !fvar(30)
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 * 13) = [45,70]
triggerall = !InGuardDist
trigger1 = Random <= 25

;==============================================================================
;nZUEi
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = ifelse((p2bodydist X = [-15,20]),205,200)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58) && !fvar(30)
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 * 5) = [-9,25]
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 30
trigger3 = var(59) >= 9
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = p2bodydist X = [-15,20]
trigger3 = Random <= 180
trigger4 = Random <= var(59)*40
trigger4 = EnemyNear(var(55)),AnimTime <= -6
trigger4 = EnemyNear(var(55)),MoveType = I
trigger4 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Crouching Light Punch
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58) && !fvar(30)
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) = [-5,32]
triggerall = P2BodyDist Y >= -30
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 70
trigger3 = Random <= var(59)*33
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = ifelse((p2bodydist X = [-10,10]),235,230)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !fvar(30)
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 Y >= -25
triggerall = !InGuardDist
trigger1 = P2BodyDist X = [-10,10]
trigger1 = Random <= 100
trigger2 = var(59) < 10
trigger2 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [30,43]
trigger2 = Random <= 50 - var(59)*5
trigger3 = P2BodyDist X = [-10,10]
trigger3 = EnemyNear(var(55)),AnimTime <= -6
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]
trigger3 = Random <= 250

;==============================================================================
;󒆋ZU
;󒆂ӂƂ΂
[State -3,AHT]
type = ChangeState
value = 255
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = ctrl || (StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y = [-55,60]
trigger1 = P2BodyDist X = [-3,78+Floor(vel X * 9)]
trigger1 = EnemyNear(var(55)),StateType = A
trigger2 = P2BodyDist X = [-3,78+Floor(vel X * 9)]
trigger2 = vel X <= 0
trigger2 = P2BodyDist X < 35 || Random <= 333
trigger3 = P2BodyDist X = [46,90]
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),Vel X > 0

;---------------------------------------------------------------------------
;Jump Strong Kick
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = ifelse(stateno != 54, 645,640)
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = ctrl || (StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-9,45+Floor(vel X * 10)]
triggerall = P2BodyDist Y = [-50,72]
trigger1 = vel X = 0
trigger1 = vel Y >= 0

;---------------------------------------------------------------------------
;󒆑Op`
[State -3, Jump Strong Punch]
type = ChangeState
value = 615
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) || var(58) = 10
triggerall = ctrl || (StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-40,45+Floor(vel X * 7)]
triggerall = P2BodyDist Y = [-50,78]
trigger1 = vel X > 0
trigger1 = vel Y >= 0

;---------------------------------------------------------------------------
;󒆑OLbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = stateno != 50
triggerall = ctrl || (StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = vel X > 0
trigger1 = stateno != 56
trigger1 = vel Y >= 0
trigger1 = P2BodyDist X = [35,84+Floor(vel X * 12)]
trigger1 = (P2BodyDist Y = [-50,70])|| Pos Y > -40
trigger2 = stateno = 56
trigger2 = vel Y > 0
trigger2 = P2BodyDist X = [48,94+Floor(vel X * 12)]
trigger2 = (P2BodyDist Y = [-50,64])|| Pos Y > -40

;==============================================================================
;̑
;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
trigger1 = FrontEdgeBodyDist < 70

;Wv
[State -3, L HYOUGA]
type = ChangeState
value = 35
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = BackEdgeBodyDist <= 25

;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = var(59) >= 1 && RoundState = 3
triggerall = !fvar(38)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 25
trigger1 = var(59) > 9
trigger1 = Life > Lifemax * 0.5
trigger2 = var(59) > 10


