[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000+id)
trigger1=roundstate=2
trigger1=alive
trigger1=var(58)=0
Trigger1=(PrevStateNo=[190,192])||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(58) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14= NumHelper(10000+id) > 0 && RoundState = 2
trigger14= Helper(10000+id),var(59)=1;                                                                  trigger15= Command = "start"
;trigger15 = 1  ; 1ԍ;OΏ펞AIN
var(58) = 10 ;@LVI𕝁@1|11 @11͒L

;==================================================================================
;
[State -3, AI]
type = VarSet
triggerall = Var(58) >= 1
trigger1 = RoundState = 4
trigger2 = Lose = 1
trigger3 = Drawgame = 1
V = 58
Value = -Var(58)

[State -3,AI]
type = VarSet
triggerall = Var(58) <= -1
trigger1 = RoundState = 2
V = 58
Value = -Var(58)

[State -3, ݒvar]
type = VarSet
triggerall = RoundState = 2
trigger1 = var(58)
fvar(38) = Helper(15000+id),var(4)

[state -3, I]
type = varset
triggerall = var(58)
trigger1 = RoundState = 3
trigger1 = stateno = 195
fvar(38) = 0

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

[State -3,yx]
Type = varset
triggerall = !IsHelper
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),Vel Y = 0
trigger1 = !EnemyNear(var(55)),HitShakeOver
fvar(31) = EnemyNear(var(55)),hitvel Y
IgnoreHitPause = 1

[State -3,yx]
Type = varset
triggerall = !IsHelper
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),Vel Y = 0
trigger1 = EnemyNear(var(55)),HitShakeOver
trigger1 = fvar(31) != EnemyNear(var(55)),hitvel Y
fvar(31) = 0
IgnoreHitPause = 0

[State -3,yx]
Type = varset
triggerall = !IsHelper
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),Vel Y != 0
trigger1 = EnemyNear(var(55)),HitShakeOver
fvar(31) = EnemyNear(var(55)),Vel Y
IgnoreHitPause = 1

;AIpd͉xv
[State -3, yaccel]
type = varset
triggerall = !IsHelper
triggerall = RoundState = 2
trigger1 = fvar(32) != EnemyNear(var(55)),const(movement.yaccel)
trigger1 = EnemyNear(var(55)),StateNo != [5000,5210]
trigger1 = EnemyNear(var(55)),Vel Y != 0
fvar(32) = EnemyNear(var(55)),const(movement.yaccel)
ignorehitpause = 1

[State -3, yaccel]
type = varset
triggerall = !IsHelper
triggerall = RoundState = 2
trigger1 = fvar(32) != EnemyNear(var(55)),GetHitVar(yaccel)
trigger1 = EnemyNear(var(55)),StateNo = [5000,5210]
fvar(32) = EnemyNear(var(55)),GetHitVar(yaccel)
ignorehitpause = 1

[State -3, yaccel]
type = varset
triggerall = !IsHelper
triggerall = RoundState = 2
trigger1 = fvar(32) != 0
trigger1 = EnemyNear(var(55)),Vel Y = 0
fvar(32) = 0
ignorehitpause = 1

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

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

[State -3,p[gi[_E]
Type = VarSet
triggerall = var(58) > 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

;==================================================================================
;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(58) >= 1 && RoundState = 2
Trigger1 = EnemyNear(var(55)),Name = "millia"
Trigger1 = EnemyNear(var(55)),StateNo = 1500
Trigger2 = EnemyNear(var(55)),Name = "eddie"
Trigger2 = EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger6 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
Trigger6 = EnemyNear(var(55)),StateNo = 1210
Trigger7 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger7 = EnemyNear(var(55)),StateNo = 950
;WM^EK
Trigger8 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger9 = EnemyNear(var(55)),Name = "Lyndis"
Trigger9 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger10= EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger10= EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger11= EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger11= EnemyNear(var(55)),StateNo = 3230
Trigger12= fvar(37) && EnemyNear(var(55)),StateNo = fvar(37)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(58) >= 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_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(58) >= 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(58) >= 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(58) >= 1 && RoundState = 2
;XC[EA_[gE
Trigger1 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1300
Trigger1 = EnemyNear(var(55)),Time = [30,50]
;Wj[EobJXt~Xg
Trigger2 = EnemyNear(var(55)),Name = "johnny" && EnemyNear(var(55)),var(49)
Trigger2 = EnemyNear(var(55)),StateNo = 1001||EnemyNear(var(55)),StateNo = 1011||EnemyNear(var(55)),StateNo = 1021
Trigger2 = EnemyNear(var(55)),Time = [1,11]
;tEMNeBJt@g
Trigger3 = EnemyNear(var(55)),Name = "Ralf Jones" && EnemyNear(var(55)),AuthorName = "Men'sClub"
Trigger3 = EnemyNear(var(55)),StateNo = 1500
Trigger3 = EnemyNear(var(55)),Time = [79,105]
;H×tEu̗tEieBbNvuƂӂށv
Trigger4 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger4 = (EnemyNear(var(55)),StateNo = 2600 &&(EnemyNear(var(55)),time = [29,36]))||(EnemyNear(var(55)),StateNo = 20007 &&(EnemyNear(var(55)),time = [0,30]))
;ƕEF̌
Trigger5 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
Trigger5 = EnemyNear(var(55)),StateNo = 2000
Trigger5 = EnemyNear(var(55)),Time = [20,340]
;Ȃ݂Eː
Trigger6 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger6 = (EnemyNear(var(55)),StateNo = 584 && EnemyNear(var(55)),Time <= 5)||(EnemyNear(var(55)),StateNo = [2200,2239])|| EnemyNear(var(55)),StateNo = 2400
fvar(39) = 6


[State -3,]
type = VarAdd
triggerall = var(58) >= 1
trigger1 = fvar(39) >= 1
fvar(39) = -1

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

;lȂ畁ʂɃK[ho邯
;AIFoȂUK[hԂɂ

[State -3, ΉUw]
Type = ChangeState
Value = 120 ;K[hXe[gɈړ
triggerall = var(58) > 7 && Roundstate = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ; ctrlł邱ƂOAłȂƍ\K[hɂȂI
;A-KUE]fBAbNEfBATX
trigger1 = EnemyNear(var(55)),AuthorName = "A-KUE" && EnemyNear(var(55)),Name = "Zodiac"
trigger1 = EnemyNear(var(55)),StateNo = 1055 && EnemyNear(var(55)),Time < 34
trigger1 = P2bodydist X < 195
;hoehoe D0JEO[Xvbh
trigger2 = EnemyNear(var(55)),AuthorName = "hoe2" && EnemyNear(var(55)),Name = "MARISA,K"
trigger2 = (EnemyNear(var(55)),StateNo = [1600,1620])&& P2BodyDist X < 120
;VgES
trigger3 = EnemyNear(var(55)),AuthorName = "Shiroto" && EnemyNear(var(55)),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(var(55)),StateNo = 2030 && EnemyNear(var(55)),animelemtime(55) <= 1
;ugES
trigger4 = EnemyNear(var(55)),AuthorName = "RYU-SAN" && EnemyNear(var(55)),Name = "Buront"
trigger4 = EnemyNear(var(55)),StateNo = 420 && P2BodyDist X < 143
;Ȃ݂EP
trigger5 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
trigger5 = EnemyNear(var(55)),StateNo = 610 && EnemyNear(var(55)),Time < 30

[State -3, ΉUwE^bO]
Type = ChangeState
Value = 120
triggerall = var(58) > 7 && Roundstate = 2
triggerall = numenemy = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
trigger1 = EnemyNear(1),AuthorName = "A-KUE" && EnemyNear(1),Name = "Zodiac"
trigger1 = EnemyNear(1),StateNo = 1055 && EnemyNear(1),Time < 34
trigger1 = P2bodydist X < 195
trigger2 = EnemyNear(1),AuthorName = "hoe2" && EnemyNear(1),Name = "MARISA,K"
trigger2 = (EnemyNear(1),StateNo = [1600,1620])&& P2BodyDist X < 120
trigger3 = EnemyNear(1),AuthorName = "Shiroto" && EnemyNear(1),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(1),StateNo = 2030 && EnemyNear(1),animelemtime(55) <= 1
trigger4 = EnemyNear(1),AuthorName = "RYU-SAN" && EnemyNear(1),Name = "Buront"
trigger4 = EnemyNear(1),StateNo = 420 && P2BodyDist X < 143
trigger5 = EnemyNear(1),Name = "Kurenai Misuzu" && EnemyNear(1),AuthorName = "MAITAKE"
trigger5 = EnemyNear(1),StateNo = 610 && EnemyNear(1),Time < 30

[State -3, CanRecover𖳎鑊̑΍ƂEEEꂽ炢]
Type = VarSet
trigger1 = EnemyNear(var(55)),AuthorName = "ahuron"
trigger1 = EnemyNear(var(55)),StateNo = 702
trigger2 = EnemyNear(var(55)),AuthorName = "jin" || EnemyNear(var(55)),AuthorName = "Aoba" || EnemyNear(var(55)),AuthorName = "{T"
trigger2 = EnemyNear(var(55)),StateNo = 52000
trigger3 = EnemyNear(var(55)),AuthorName = "kayui uma"
trigger3 = EnemyNear(var(55)),StateNo = 681
trigger4 = EnemyNear(var(55)),AuthorName = "Rin & Bat"
trigger4 = EnemyNear(var(55)),Name = "White" || EnemyNear(var(55)),Name = "Geese Howard" || EnemyNear(var(55)),Name = "Nightmare Geese"
trigger4 = EnemyNear(var(55)),StateNo = 750
trigger5 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
fvar(34) = 1

[State -3, VSAILV12]
Type = VarSet
triggerall = EnemyNear(var(55)),Var(59) > 11
trigger1 = EnemyNear(var(55)),Name = "Gale_s" && EnemyNear(var(55)),AuthorName = "seizi"
trigger2 = EnemyNear(var(55)),Name = "MARISA,K" && EnemyNear(var(55)),AuthorName = "hoe2"
trigger3 = EnemyNear(var(55)),Name = "wakimiko" && EnemyNear(var(55)),AuthorName = "nyoibou"
fvar(34) = 1

[State -3, VSAILV12]
Type = VarSet
triggerall = EnemyNear(var(55)),Var(57) > 11
trigger1 = EnemyNear(var(55)),Name = "King" && EnemyNear(var(55)),AuthorName = "Ambasa"
fvar(34) = 1

;==================================================================================
;AIR{p

[State -3, Rrl[VEA]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0
trigger1 = stateno = 200 || stateno = 300
trigger1 = time = 1
var(3) = 100

[State -3, Rrl[VEAB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 100
trigger1 = stateno = 211 || stateno = 311
trigger1 = time = 1
var(3) = 1

[State -3, Rrl[VEABC]
Type = VarSet
triggerall = var(58)
trigger1 = var(3) = 1
trigger1 = stateno = 231 || stateno = 321
trigger1 = time = 1
var(3) = 2

[State -3, Rrl[VEߗCC]
Type = VarSet
triggerall = var(58)
trigger1 = var(3) = 0
trigger1 = stateno = 330
trigger1 = time = 1
var(3) = 1

[State -3, Rrl[VEAC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 100
trigger1 = stateno = 240 || stateno = 330
trigger1 = time = 1
var(3) = 2

[State -3, Rrl[VEBC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0
trigger1 = stateno = 230 || stateno = 321
trigger1 = time = 1
var(3) = 3

[State -3, Rrl[VEߗBB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0
trigger1 = stateno = 211
trigger1 = time = 1
var(3) = 4

[State -3, Rrl[VEߗBBC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 4
trigger1 = stateno = 230
trigger1 = time = 1
var(3) = 5

[State -3, Rrl[VEߗBB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0
trigger1 = stateno = 411
trigger1 = time = 1
var(3) = 5

[State -3, Rrl[VEߗBB3C]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 4
trigger1 = stateno = 431
trigger1 = time = 1
var(3) = 6

[State -3, Rrl[VEB6C / 3AB6C]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0 || var(3) = 8
trigger1 = stateno = [630,631]
trigger1 = time = 1
var(3) = 7

[State -3, Rrl[VEA]
Type = VarSet
triggerall = var(58)
trigger1 = stateno = 400
trigger1 = time = 1
var(3) = 101

[State -3, Rrl[VEAB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 101
trigger1 = stateno = 411
trigger1 = time = 1
var(3) = 1

[State -3, Rrl[VEABC / ߗBBC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 1 || var(3) = 5
trigger1 = stateno = 421
trigger1 = time = 1
var(3) = 2

[State -3, Rrl[VEAC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 101
trigger1 = stateno = 220
trigger1 = time = 1
var(3) = 2

[State -3, Rrl[VEB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0
trigger1 = stateno = 410
trigger1 = time = 1
var(3) = 70

[State -3, Rrl[VEBC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 70
trigger1 = stateno = 421
trigger1 = time = 1
var(3) = 3

[State -3, Rrl[VEBCC]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 3
trigger1 = stateno = 322
trigger1 = time = 1
var(3) = 4

[State -3, Rrl[VEBB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 70
trigger1 = stateno = 311
trigger1 = time = 1
var(3) = 99

[State -3, Rrl[VE3A]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 0
trigger1 = stateno = 430
trigger1 = time = 1
var(3) = 80

[State -3, Rrl[VE3AB]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 80
trigger1 = stateno = 211
trigger1 = time = 1
var(3) = 8

[State -3, Rrl[VE3A4C]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 80
trigger1 = stateno = 340
trigger1 = time = 1
var(3) = 2

[State -3, Rrl[VE3A33B]
Type = VarSet
triggerall = var(58)
triggerall = var(3) = 80
trigger1 = stateno = 611
trigger1 = time = 1
var(3) = 1

[State -3, ǌEwI]
Type = VarSet
triggerall = var(58) > 6
triggerall = !var(57)
trigger1 = stateno = 1350 || stateno = 1300 || stateno = 1601
trigger1 = movehit
var(57) = 1

[State -3, ǌEwIZbg]
Type = VarSet
triggerall = var(58)
triggerall = var(57) = 1
trigger1 = EnemyNear(var(55)),StateType = L
trigger2 = EnemyNear(var(55)),StateNo != [5000,5099]
var(57) = 99

[State -3, ǌEV[eBOX^[]
Type = varrandom
triggerall = var(58) > 7
triggerall = !var(57)
trigger1 = stateno = 1210 && movehit
v = 57
range = 2,6

[State -3, ǌE4C]
Type = VarSet
triggerall = var(58)
trigger1 = stateno = 340 && movehit
var(57) = 7

[State -3, t[ELZ]
Type = VarSet
triggerall = var(58) > 9
trigger1 = var(57) = 4
var(57) = 2

[State -3, AZZbg]
Type = VarSet
triggerall = var(57) != [20,29]
trigger1 = var(57) = 1 || var(57) = 7
trigger1 = EnemyNear(var(55)),ctrl || EnemyNear(var(55)),MoveType != H
trigger2 = var(57) = 2
trigger2 = stateno = 400
trigger3 = var(57) = 3
trigger3 = stateno = 105
trigger4 = var(57) = 4
trigger4 = stateno = 1800
trigger5 = var(57) = 5
trigger5 = stateno = 1600
trigger6 = var(57) = 6
trigger6 = stateno = 210
trigger7 = var(57) = [2,6]
trigger7 = Helper(15000+id),var(11) > 240 || movetype = H
trigger8 = var(57) = 7
trigger8 = stateno = 200 || stateno = 400
trigger9 = var(57) = 99
trigger9 = stateno = 105 || EnemyNear(var(55)),ctrl || EnemyNear(var(55)),MoveType != H
var(57) = 0

[State -3, Wv䃊Zbg]
Type = VarSet
triggerall = var(57) = [20,29]
trigger1 = statetype != A
trigger1 = stateno != [35,40]
var(57) = 0

[State -3, Wv䃊Zbg]
Type = VarSet
triggerall = fvar(33)
trigger1 = statetype != A
trigger1 = stateno != [35,40]
fvar(33) = 0

;==============================================================================
;2C֘A
;Cړ
[State -3, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])
triggerall = var(58) > 2 && RoundState = 2
triggerall = !var(57)
triggerall = !var(59)
triggerall = !var(6)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = Helper(15000+id),var(1) >= 2
triggerall = (Random <= (Helper(15000+id),var(2) *7)+((Helper(15000+id),var(20) - 1)*3))|| Helper(15000+id),var(1) >= 3
triggerall = P2bodydist X > 60 || Helper(15000+id),var(52) < 60
trigger1 = enemy,numproj || InguardDist
trigger2 = P2bodydist X > 200
trigger2 = Random <= var(58)*30
trigger3 = P2bodydist X = [120,199]
trigger3 = Random <= var(58)*18
trigger4 = P2bodydist X = [60,119]
trigger4 = Random <= var(58)*10
trigger5 = Helper(15000+id),var(52) < 60
trigger5 = Random <= var(58)*8

;Cړ
[State -3, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])
triggerall = var(58) > 9 && RoundState = 2
triggerall = !var(57)
triggerall = !var(59)
triggerall = !var(6)
triggerall = Helper(15000+id),var(1) >= 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = P2bodydist X = [-10,60]
trigger1 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 1600)||(prevstateno = 1800)||(PrevStateNo=[5000,5270])|| Random <= 250 || Helper(15000+id),var(50)
trigger1 = (Random <= (Helper(15000+id),var(2) *10)+((Helper(15000+id),var(20) - 1)*5))|| Helper(15000+id),var(1) >= 3
trigger1 = EnemyNear(var(55)),AnimTime <= -30

;---------------------------------------------------------------------------
;CUb
[State -3, Stand Light Punch]
type = ChangeState
value = 6420
triggerall = var(58) > 7 && RoundState = 2
triggerall = Helper(15000+id),var(1) >= 2
triggerall = stateno = [6018,6040]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),AnimTime <= -24 || Helper(15000+id),var(12) >= 120
triggerall = P2bodydist X = [-60,30]
triggerall = (P2bodydist X = [-8,30])|| Helper(15000+id),var(51) < 60 || Helper(15000+id),var(52) < 60
trigger1 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AT
trigger2 = EnemyNear(var(55)),AnimTime <= -12 || Enemynear,time < 4
trigger2 = !EnemyNear(var(55)),HitDefAttr = SCA, HA, HP
trigger2 = !EnemyNear(var(55)),Ctrl
trigger3 = Helper(15000+id),var(1) = 2
trigger3 = EnemyNear(var(55)),AnimTime <= -10
trigger3 = Helper(15000+id),var(12) >= 180
trigger4 = Helper(15000+id),var(12) >= 240

;---------------------------------------------------------------------------
;CUa
[State -3, Stand Light Punch]
type = ChangeState
value = 6410
triggerall = var(58) > 3 && RoundState = 2
triggerall = stateno = [6018,6040]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = Helper(15000+id),var(12) >= 120
triggerall = P2bodydist X = [1,40]
trigger1 = EnemyNear(var(55)),AnimTime <= -22
trigger1 = !EnemyNear(var(55)),HitDefAttr = SCA, HA, HP
trigger1 = !EnemyNear(var(55)),Ctrl
trigger2 = Helper(15000+id),var(12) >= 180

;---------------------------------------------------------------------------
;CU`
[State -3, Stand Light Punch]
type = ChangeState
value = 6400
triggerall = statetype != A
triggerall = var(58) > 3 && RoundState = 2
triggerall = stateno = [6018,6040]
triggerall = EnemyNear(var(55)),StateType = S
triggerall = Helper(15000+id),var(12) >= 90
triggerall = P2bodydist X = [1,40]
trigger1 = EnemyNear(var(55)),AnimTime <= -24
trigger1 = !EnemyNear(var(55)),HitDefAttr = SCA, HA, HP
trigger1 = !EnemyNear(var(55)),Ctrl

;==============================================================================
;؂Ԃ
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = ifelse(fvar(39) = 4, 39, 38)
triggerall = var(58) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(58)*50 || var(58) > 9
trigger1 = p2bodydist X < 80
trigger1 = fvar(39)= 3
trigger2 = fvar(39)= 4

;---------------------------------------------------------------------------
;Cړ
[State -3, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])
triggerall = var(58) > 9 && RoundState = 2
triggerall = !var(57)
triggerall = !var(59)
triggerall = !var(6)
triggerall = Helper(15000+id),var(1) >= 2
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(58)*50 || var(58) > 9
trigger1 = fvar(39)= 5

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 10 && RoundState = 2
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 * 5) = [-8,54]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger1 = Helper(30000+id),var(53)
trigger1 = Random <= 250

;---------------------------------------------------------------------------
;KCAuX
[State -3, ]
type = ChangeState
value = 3000
triggerall = var(58) >= 5 && RoundState = 2
triggerall = (var(58)<=10&&Random<=var(58)*12)||(var(58)>10&&Random<=333)
triggerall = var(50) || life < 500
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = stateno != 3000
triggerall = Life >= Lifemax * 0.2 || EnemyNear(var(55)),StateType = A
triggerall = P2bodydist X = [-5,34]
triggerall = P2bodydist Y > -60
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.head.pos.y) < -90
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -70
triggerall = EnemyNear(var(55)),AnimTime <= -11 || var(58) < 8
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),HitDefAttr = SCA, NA, SA, AT
triggerall = Enemynear(var(55)),Time >= 30||(var(58) > 7 &&(Enemynear(var(55)),Time >= 25-var(58)*1))||(!Time&&var(58)>9)|| var(58)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(58)*3)|| var(58) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 1600)||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;wI
[State -3, ]
type = ChangeState
value = 1000
triggerall = var(58) >= 3 && RoundState = 2
triggerall = (var(58)<=10&&Random<=var(58)*12)||(var(58)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = P2bodydist X = [-5,43]
triggerall = (P2bodydist Y + fvar(31)*5 = [-50,0])|| EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(58) > 7 &&(Enemynear(var(55)),Time >= 25-var(58)*1))||(!Time&&var(58)>9)|| var(58)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(58)*3)|| var(58) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 1600)||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;wIEK[L
[State -3, ]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = var(58) > 8 && RoundState = 2
triggerall = Helper(15000+id),var(3)
triggerall = Random <= var(58)*100
triggerall = (power >= 1200) || var(50)
triggerall = stateno = [150,153]
triggerall = P2BodyDist X = [-9,45]
triggerall = (P2bodydist Y + fvar(31)*5 = [-50,0])|| EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = Enemynear(var(55)),animtime <= -5 || EnemyNear(var(55)),StateType = A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, HP)
triggerall = !EnemyNear(var(55)),Ctrl
trigger1 = Helper(15000+id),var(3) = 2 || Helper(15000+id),var(3) = 4 || Helper(15000+id),var(3) = [6,7]
trigger1 = enemynear(var(55)),life < 100
trigger1 = P2BodyDist X < 30
trigger2 = Helper(15000+id),var(3) = 2 || Helper(15000+id),var(3) = 4 || Helper(15000+id),var(3) = [6,7]
trigger2 = enemynear(var(55)),life < 40
trigger3 = Helper(15000+id),var(3) = 1 ||(Helper(15000+id),var(3) = [4,5])|| Helper(15000+id),var(3) = 7
trigger3 = BackEdgeBodyDist < 30 || Helper(15000+id),var(52) <= 60
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger3 = Random <= 333
trigger4 = Helper(15000+id),var(3) = 1 ||(Helper(15000+id),var(3) = [4,5])|| Helper(15000+id),var(3) = 7
trigger4 = BackEdgeBodyDist < 35 || Helper(15000+id),var(52) < 90
trigger4 = Random <= 70
trigger5 = Helper(15000+id),var(3) = 3 ||(Helper(15000+id),var(3) = [5,7])
trigger5 = life <= lifemax * 0.6
trigger5 = Random <= 20
trigger6 = Helper(15000+id),var(3) = 3 ||(Helper(15000+id),var(3) = [5,7])
trigger6 = life <= lifemax * 0.1
trigger6 = Random <= 60

;---------------------------------------------------------------------------
;U
[State -3, Standing Strong Kick]
type = ChangeState
value = 350
triggerall = var(58) >= 5 && RoundState = 2
triggerall = (var(58)<=10&&Random<=var(58)*8)||(var(58)>10&&Random<=200)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = P2bodydist X = [-5,45]
triggerall = P2bodydist Y > -80
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.head.pos.y) < -90
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -70
triggerall = EnemyNear(var(55)),AnimTime <= -11 || var(58) < 8
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),HitDefAttr = SA, NA, SA, AP
triggerall = Enemynear(var(55)),Time >= 30||(var(58) > 7 &&(Enemynear(var(55)),Time >= 25-var(58)*1))||(!Time&&var(58)>9)|| var(58)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(58)*3)|| var(58) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 1600)||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;ރ_bV
[State -3, Run Back]
type = ChangeState
value = 105
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = Random <= var(58)*100
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])
trigger1 = var(58) >= 9
trigger1 = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),HitDefAttr = SCA, AT
trigger1 = P2BodyDist X = [-9,60]
trigger1 = Random <= var(58)*35 || var(58)>10

;==============================================================================
;˂p
[State -3, 󒆋U]
type = ChangeState
value = 620
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(58) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [-5,45+Floor(vel X * 8)]
triggerall = P2BodyDist Y = [-35,75+Floor(vel Y * 8)]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = Random <= var(58)*100
trigger1 = (prevstateno = [120,155])||(prevstateno = [5000,5210])|| Helper(15000+id),var(50)
trigger1 = EnemyNear(var(55)),StateType = A || Vel Y > 1
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-4]
trigger1 = Random <= 300
trigger2 = Vel Y > 1
trigger2 = fvar(39) = 3||((stateno = [132,140])&&(EnemyNear(var(55)),HitDefAttr = SCA, AT))

;---------------------------------------------------------------------------
;ߗU
[State -3, Stand Strong Punch]
type = ChangeState
value = 320
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = Random <= var(58)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -70
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 = [-9,20]
triggerall = EnemyNear(var(55)),AnimTime <= -8
trigger1 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||(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 > -13
trigger2 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||Random <= var(58)*20
trigger3 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250
trigger4 = var(58) > 9
trigger4 = stateno = 1800 && time > 20
trigger4 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA
trigger4 = EnemyNear(var(55)),time >= 20
trigger4 = Random <= 250

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Light Punch]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = Random <= var(58)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -60
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 = [-9,20]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||(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 > -10
trigger2 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||Random <= var(58)*20
trigger3 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = Random <= var(58)*30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.mid.pos.y) < -60
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 > 20
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) <= 55
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||(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 > -10
trigger2 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||Random <= var(58)*20
trigger3 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = Random <= var(58)*40
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 * 5) = [-9,54]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||(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 > -10
trigger2 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||Random <= var(58)*20
trigger3 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250
trigger4 = var(58) > 9
trigger4 = stateno = 1800 && time > 20
trigger4 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA
trigger4 = EnemyNear(var(55)),time >= 20
trigger4 = Random <= 250

;---------------------------------------------------------------------------
;Ⴊb
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = Random <= var(58)*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 * 7) = [-9,58]
triggerall = EnemyNear(var(55)),AnimTime <= -7
trigger1 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||(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 > -12
trigger2 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||Random <= var(58)*20
trigger3 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,140])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = Random <= var(58)*25
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 > 20
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 10) <= 75
triggerall = EnemyNear(var(55)),AnimTime <= -11
trigger1 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||(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 > -16
trigger2 = (PrevStateNo=[140,159])||(prevstateno = 1800)||(PrevStateNo=[5000,5270])||(PrevStateNo=[6000,6399])||Random <= var(58)*20
trigger3 = Helper(15000+id),var(50) ||(var(58) = 10 && Random <= 250)|| var(58) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250

;==============================================================================
;^bOLq
;nEOu
[State -3, Ԃ]
type = ChangeState
value = 3200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) > 8 && RoundState = 2
triggerall = !var(57)
triggerall = var(50)
triggerall = var(53) != 5
triggerall = stateno != 3000
triggerall = stateno != 3200
triggerall = life < 500
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, AP)
triggerall = !Enemy,numproj
triggerall = P2BodyDist Y = [-60,10]
triggerall = Random <= var(58)*15
trigger1 = P2BodyDist X = [20,105]
trigger1 = !inguarddist
trigger1 = EnemyNear(var(55)),Life < 50 ||(EnemyNear(numenemy>=2),Life < 50 && var(53))
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = EnemyNear(var(55)),AnimTime <= -6
trigger2 = !EnemyNear(var(55)),Ctrl
trigger2 = P2BodyDist X = [60,105]
trigger2 = (Partner,StateNo = [120,159])||(Partner,StateNo = [5000,5099])

;---------------------------------------------------------------------------
;uCWOTo[Xg
[State -3, ]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])
triggerall = var(58) > 8 && RoundState = 2
triggerall = !var(57)
triggerall = var(54) = 1 || var(53) = 4
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [25,65]
triggerall = Random <= var(58)*15
trigger1 = Partner,MoveType = A
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;V[eBOX^[EX&MAX
[State -3, ]
type = ChangeState
value = 1350
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(54) > 0
triggerall = var(53) != 5
triggerall = var(50)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, AP)
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [50,160]
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) >= 15

;---------------------------------------------------------------------------
;V[eBOX^[
[State -3, ]
type = ChangeState
value = 1200
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(54) > 0
triggerall = var(53) != 5
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, AP)
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [60,100]
triggerall = P2bodydist Y + floor(fvar(31)*5 + fvar(32)*5) > -50
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),AnimTime <= -12
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) >= 16

;---------------------------------------------------------------------------
;󒆏E
[State -3, wI]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl|| (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = var(54) || P2BodyDist X < 36
triggerall = var(53) != 5
triggerall = !var(57)
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),StateNo = [5000,5200]
triggerall = P2BodyDist X = [-15,45]
trigger1 = P2BodyDist Y + floor(fvar(31)*5 + fvar(32)*5) = [-70,0]
trigger2 = fvar(31) + fvar(32) > 3
trigger2 = P2BodyDist Y + floor(fvar(31)*5 + fvar(32)*5) > -5
trigger2 = P2BodyDist Y =[-120,-50]

;---------------------------------------------------------------------------
;_bV
[State -3, Run Fwd]
type = ChangeState
value = 100
triggerall = var(58) >= 1 && RoundState = 2
triggerall = var(54)
triggerall = var(53) != 5
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = Random <= var(58)*100
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist
triggerall = stateno != 101
trigger1 = P2BodyDist X > 80
trigger1 = EnemyNear(var(55)),StateNo = [5000,5100]
trigger1 = Random <= 90
trigger2 = P2BodyDist X > 40
trigger2 = EnemyNear(var(55)),StateNo != [120,159]
trigger2 = EnemyNear(var(55)),StateNo != [5000,5299]
trigger2 = Random <= 200

;==============================================================================
;K[hE󂯐gLq
[State -3]
type = ChangeState
value = 120
triggerall = Var(58) >= 1 && RoundState = 2
triggerall = stateno != [150,155]
triggerall = ctrl|| (stateno = [18,19])||(stateno = 195 && time >= 40)
triggerall =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)
triggerall = Random <= var(58)*80 || var(58) > 9
trigger1 = inguarddist
trigger2 = statetype != A
trigger2 = var(58) > 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
;_bV
[State -3, Dash]
type = ChangeState
value = 100
triggerall = var(58) > 5 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = !inguarddist
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = enemynear(var(55)),movetype = H
trigger1 = p2bodydist X > 120

;---------------------------------------------------------------------------
;uCWOTo[Xg
[State -3, ]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 7 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),stateno = 5120
triggerall = EnemyNear(var(55)),AnimTime = [-35,-25]
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [30,63]
trigger1 = Random <= var(58)*15

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl || (stateno = 19 && time >= 16)
triggerall = enemynear(var(55)),movetype = H
trigger1 = EnemyNear(var(55)),StateType = A 
trigger1 = p2bodydist X > 25
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = p2bodydist X > 60

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl ||(stateno = 18 && time >= 16)
triggerall = enemynear(var(55)),movetype = H
trigger1 = EnemyNear(var(55)),StateType = A 
trigger1 = p2bodydist X < 15
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = p2bodydist X < 40

;==============================================================================
;uEA[}[΍
;wI
[State -3, ]
type = ChangeState
value = 1000
triggerall = var(58) >= 10 && RoundState = 2
triggerall = !var(53) && !var(57)
triggerall = statetype != A
triggerall = Random <= var(58)*30 || var(58) > 10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),StateNo != [5000,5099]
triggerall = EnemyNear(var(55)),facing != facing
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,60]
triggerall = P2BodyDist X <= 41 || inguarddist
triggerall = P2BodyDist Y > -50
triggerall = movecontact
triggerall = EnemyNear(var(55)),AnimTime <= -10 || inguarddist || EnemyNear(var(55)),MoveType = A
trigger1 = var(1)

;==============================================================================
;AZEǌ
;wI
[State -3, ]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl|| (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-10,45]
trigger1 = var(57) = 1
trigger1 = Helper(15000+id),var(10) >= 5
trigger1 = EnemyNear(var(55)),Pos Y+EnemyNear(var(55)),Vel Y < -40
trigger2 = var(57) = 1
trigger2 = Helper(15000+id),var(13)
trigger2 = EnemyNear(var(55)),Pos Y+EnemyNear(var(55)),Vel Y < -10
trigger3 = var(57) = 1
trigger3 = Helper(15000+id),var(51) < 90
trigger3 = P2BodyDist Y + floor(fvar(31)*5 + fvar(32)*5) = [-70,0]

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(58) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = P2BodyDist X > 20
trigger1 = Helper(15000+id),var(51) >= 90
trigger1 = var(57) = 1

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y > -35
trigger1 = var(57) = 2

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(58) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
trigger1 = var(57) = 1 || var(57) = 99
trigger1 = EnemyNear(var(55)),Pos Y-Floor(EnemyNear(var(55)),vel Y * 5) > -30
trigger1 = P2BodyDist X < 45
trigger1 = !inguarddist
trigger1 = Random <= 500
trigger2 = var(57) = 3

;---------------------------------------------------------------------------
;t[tB[o[
[State -3, ]
type = ChangeState
value = 1800
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = stateno != 1800
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist Y > -35
trigger1 = var(57) = 4

;---------------------------------------------------------------------------
;fBoCuXg
[State -3, ]
type = ChangeState
value = 1600
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist Y > -35
trigger1 = var(57) = 5

;---------------------------------------------------------------------------
;AgEb
[State -3, Crouching Light Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist Y > -35
trigger1 = var(57) = 6

;---------------------------------------------------------------------------
;AgEp`
[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(EnemyNear(var(55)),StateType = C, 400, 200)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist Y > -35
trigger1 = var(57) = 7

;==============================================================================
;nRrl[V
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9) || EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y > -35
trigger1 = var(58) > 8
trigger1 = stateno = 200 || stateno = 300
trigger1 = time > 6
trigger1 = !movecontact
trigger2 = stateno = 400 && time > 6
trigger2 = EnemyNear(var(55)),Movetype = H
trigger2 = P2BodyDist X < 32
trigger2 = movecontact

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9) || EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = P2BodyDist X < 75
triggerall = P2BodyDist Y > -35
trigger1 = var(3) = 101
trigger1 = stateno = 400 && animelem = 4,>=0 && time > 6

;---------------------------------------------------------------------------
;b
[State -3, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9) || EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -80
triggerall = P2BodyDist X = [-5,40]
trigger1 = var(58) < 7
trigger1 = var(3) = 100
trigger1 = stateno = 200 && animelem = 4,>=0 && time > 6
trigger1 = movecontact
trigger2 = var(3) = 0
trigger2 = stateno = 310 && animelem = 4,>1
trigger2 = movehit

;---------------------------------------------------------------------------
;Ⴊb
[State -3, Crouching Strong Punch]
type = ChangeState
value = 411
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X = [-5,55]
triggerall = P2BodyDist Y > -15
trigger1 = var(3) = 101
trigger1 = stateno = 400 && animelem = 4,>=0 && time > 6
trigger1 = P2BodyDist X > 15 || movecontact
trigger2 = stateno = 310 && animelem = 4,>1
trigger2 = var(3) = 0
trigger2 = movecontact

;---------------------------------------------------------------------------
;ႪC
[State -3, Crouching Strong Punch]
type = ChangeState
value = 421
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X = [-5,72]
triggerall = P2BodyDist Y > -15
triggerall = movehit
trigger1 = var(50) < 50
trigger1 = EnemyNear(var(55)),StateType = C
trigger1 = var(3) = 1
trigger1 = stateno = 411 && animelem = 4,>1
trigger2 = var(50) < 50
trigger2 = var(3) = 70
trigger2 = EnemyNear(var(55)),StateType = C ||(P2BodyDist X < 40 &&(P2BodyDist X < 15 || Helper(15000+id),var(51) < 90))
trigger2 = stateno = 410 && animelem = 4,>1

;---------------------------------------------------------------------------
;Rrl[VR4
[State -3, Stand Light Kick]
type = ChangeState
value = 340
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9) || EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = P2BodyDist X < 18
triggerall = P2BodyDist X < 5 || Helper(15000+id),var(51) < 90
triggerall = P2BodyDist Y > -35
trigger1 = stateno = 430 && animelem = 4,>1
trigger1 = movehit

;---------------------------------------------------------------------------
;Rrl[VRRR
[State -3, Stand Light Kick]
type = ChangeState
value = 611
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = Helper(15000+id),var(52) > 120
triggerall = BackEdgeBodyDist > 60
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X < 30
trigger1 = var(3) = 80
trigger1 = stateno = 430 && animelem = 4,>1
trigger1 = moveguarded
trigger1 = Random <= 100+var(58)*10 || var(58) >= 10

;---------------------------------------------------------------------------
;b
[State -3, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-5,50]
trigger1 = var(3) = 100
trigger1 = stateno = 200 && animelem = 4,>=0 && time > 6
trigger1 = (moveguarded && Random <= 75)

;---------------------------------------------------------------------------
;a
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -60
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = p2bodydist X > 20
triggerall = P2BodyDist X < 32
trigger1 = stateno = 200 && time > 6
trigger1 = movecontact

;---------------------------------------------------------------------------
;Rrl[V߂炃
[State -3, Stand Light Kick]
type = ChangeState
value = 330
triggerall = statetype != A
triggerall = var(58) >= 10 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType = S || var(50) > 60
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = p2bodydist X <= 8
trigger1 = EnemyNear(var(55)),Const(size.head.pos.y) <= -70
trigger1 = movehit
trigger1 = var(3) = 100
trigger1 = stateno = 300 && animelem = 4,>=0

;---------------------------------------------------------------------------
;ߗA
[State -3, Stand Light Punch]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = p2bodydist X <= 10
trigger1 = stateno = 300 && time > 6
trigger1 = (animelem = 4,>=0)||(var(50) <= 60 && EnemyNear(var(55)),StateType = C)|| EnemyNear(var(55)),Const(size.head.pos.y) > -70
trigger1 = movecontact

;---------------------------------------------------------------------------
;Rrl[V߂炃
[State -3, Stand Light Kick]
type = ChangeState
value = 330
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = p2bodydist X <= 25
trigger1 = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -60 || var(50) > 100
trigger1 = movecontact
trigger1 = var(3) = 100
trigger1 = stateno = 300 && animelem = 4,>=0
trigger2 = var(3) = 0
trigger2 = stateno = 320 && animelem = 6, > 1
trigger2 = movecontact > 2

;---------------------------------------------------------------------------
;߂
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = var(58) >= 8 && RoundState = 2
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y > -35
trigger1 = stateno = 300
trigger1 = time > 6 && animelem = 4,>=0
trigger1 = movecontact

;---------------------------------------------------------------------------
;Rrl[V炃
[State -3, Stand Strong Punch]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -60
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 45 || var(50)
trigger1 = var(3) = 100
trigger1 = stateno = 200 && animelem = 4,>=0 && time > 6
trigger1 = movehit

;---------------------------------------------------------------------------
;Rrl[V炃
[State -3, Stand Strong Punch]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 45 || var(50)
trigger1 = var(3) = 0
trigger1 = stateno = 210 && animelem = 4,>1
trigger1 = movehit
trigger2 = var(3) = 4
trigger2 = stateno = 211 && animelem = 4,>1

;---------------------------------------------------------------------------
;ߗb
[State -3, Stand Strong Punch]
type = ChangeState
value = 311
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 20
triggerall = P2BodyDist Y > -45
trigger1 = var(3) = 100
trigger1 = stateno = 300 && animelem = 4,>=0
trigger1 = movehit ||(moveguarded && Random <= 50)
trigger2 = var(3) = 70
trigger2 = stateno = 410 && animelem = 4,>1
trigger2 = movehit

;---------------------------------------------------------------------------
;ߗ
[State -1, Stand Strong Punch]
type = ChangeState
value = 321
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 20
triggerall = P2BodyDist Y > -45
triggerall = movehit ||(moveguarded && Random <= 50)
trigger1 = var(58) < 5
trigger1 = var(3) = 1
trigger1 = stateno = 311 && animelem = 4,>1
trigger1 = Random <= 100
trigger2 = stateno = 310 && animelem = 4,>1
trigger2 = var(3) = 0

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9) || EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y > -35
trigger1 = var(58) > 8
trigger1 = stateno = 200 || stateno = 300
trigger1 = time > 6 && animelem = 4,>=0
trigger1 = movecontact

;==============================================================================
;󒆖ډ(Rrl[V)
;߶I
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(57) || var(57) = 6
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X < 70
triggerall = P2BodyDist Y > -80
triggerall = !movecontact ||(moveguarded && Random <= 50)
trigger1 = var(3) = 0
trigger1 = stateno = 210 && animelem = 4,>1
trigger2 = var(3) = 8
trigger2 = stateno = 211 && animelem = 4,>1

;6A22C
[State -3, Jump Light Kick]
type = ChangeState
value = 622
triggerall = statetype = A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*60 || var(58) > 8
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = stateno = 631
trigger1 = time > 10

;---------------------------------------------------------------------------
;tFCg
[State -3, Stand Light Punch]
type = ChangeState
value = 750
triggerall = statetype != A
triggerall = var(58) >= 10 && RoundState = 2
triggerall = !var(57)
triggerall = var(50) || Helper(15000+id),var(51) < 130 || EnemyNear(var(55)),BackEdgeBodyDist < 20 || EnemyNear(var(55)),StateType = S
triggerall = stateno != 1800
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -70
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X < 30
triggerall = movehit
trigger1 = (stateno = 321 && var(3) = 2)|| stateno = 230
trigger2 = stateno = 330 && animelemtime(4)>3
trigger3 = stateno = 350
trigger3 = P2BodyDist X < 20
trigger4 = stateno = 321 && var(3) = 3 && animelemtime(5)>2

;---------------------------------------------------------------------------
;V[eBOX^[EX&MAX
[State -3, ]
type = ChangeState
value = 1350
triggerall = statetype != A
triggerall = var(58) >= 5 && RoundState = 2
triggerall = var(50)
triggerall = !var(57)
triggerall = !var(9)
triggerall = Helper(15000+id),var(51) < 130 || EnemyNear(var(55)),BackEdgeBodyDist < 20
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -50
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.mid.pos.y) <= -58
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = movehit
trigger1 = var(3) = 1 || var(3) = 8
trigger1 = stateno = 211 || stateno = 311
trigger2 = stateno = 220 && anim = 221 && animelemtime(4)>3
trigger3 = stateno = 230 && animelemtime(5)>0
trigger4 = stateno = 240 && animelemtime(5)>0
trigger5 = var(3) = 99
trigger5 = stateno = 311
trigger6 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger7 = stateno = 330 && animelemtime(4)>3
trigger8 = stateno = 410 && (var(3) = 70 || animelem = 4,>1)
trigger9 = var(3) = 1 || var(3) = 5 || animelem = 4,>1
trigger9 = stateno = 411
trigger10= stateno = 200 || stateno = 300 || stateno = 400
trigger10= animelem = 4,>=0 && time > 6
trigger11= stateno = 430 && animelem = 4,>1
trigger12= stateno = 320 && animelem = 6,>1
trigger13= stateno = 350

;==============================================================================
;AZEKp
;nEOu
[State -3, ]
type = ChangeState
value = 3200
triggerall = statetype != A
triggerall = stateno != 3000
triggerall = stateno != 3200
triggerall = var(58) >= 5 && RoundState = 2
triggerall = var(50) && life < 500
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 90
triggerall = movehit ||(moveguarded && Random <= 120 && var(50) < 300)
trigger1 = var(3) = 1 || var(3) = 8
trigger1 = stateno = 211 || stateno = 311
trigger2 = stateno = 220 && anim = 221 && animelemtime(4)>3
trigger3 = stateno = 230 && animelemtime(5)>0
trigger4 = stateno = 240 && animelemtime(5)>0
trigger5 = var(3) = 99
trigger5 = stateno = 311
trigger6 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger7 = stateno = 330 && animelemtime(4)>3
trigger8 = stateno = 410 &&(var(3) = 70 || animelem = 4,>1)
trigger9 = var(3) = 1 || var(3) = 5 || animelem = 4,>1
trigger9 = stateno = 411
trigger10= stateno = 430 && animelem = 4,>1
trigger11= stateno = 200 || stateno = 300 || stateno = 400
trigger11= animelem = 4,>=0 && time > 6
trigger12= stateno = 220 && anim = 220 && animelemtime(4)>3
trigger12= moveguarded
trigger13= stateno = 320 && animelem = 6,>1
trigger14= stateno = 350

;---------------------------------------------------------------------------
;KCAuX
[State -3, ]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = stateno != 3000
triggerall = var(58) >= 3 && RoundState = 2
triggerall = var(50) || life < 500
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Life < 150 || var(58) < 9 || var(53) ||(EnemyNear(var(55)),Const(size.head.pos.y) = [-45,-80])
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 30
triggerall = movehit
trigger1 = var(3) = 1 || var(3) = 8
trigger1 = stateno = 211 || stateno = 311
trigger2 = stateno = 220 && anim = 221 && animelemtime(4)>3
trigger3 = stateno = 230 && animelemtime(5)>0
trigger4 = stateno = 240 && animelemtime(5)>0
trigger5 = var(3) = 99
trigger5 = stateno = 311
trigger6 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger7 = stateno = 330 && animelemtime(4)>3
trigger8 = stateno = 410 &&(var(3) = 70 || animelem = 4,>1)
trigger9 = var(3) = 1 || var(3) = 5 || animelem = 4,>1
trigger9 = stateno = 411
trigger10= stateno = 430 && animelem = 4,>1
trigger11= stateno = 200 || stateno = 300 || stateno = 400
trigger11= animelem = 4,>=0 && time > 6
trigger12= stateno = 320 && animelem = 6,>1
trigger13= stateno = 350

;==============================================================================
;AZEKEZp
;V[eBOX^[EX&MAX
[State -3, ]
type = ChangeState
value = 1350
triggerall = statetype != A
triggerall = var(58) >= 5 && RoundState = 2
triggerall = var(50)
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -50
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.mid.pos.y) <= -60
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = movehit
trigger1 = var(3) = 1 || var(3) = 8
trigger1 = stateno = 211 || stateno = 311
trigger2 = stateno = 220 && anim = 221 && animelemtime(4)>3
trigger3 = stateno = 230 && animelemtime(5)>0
trigger4 = stateno = 240 && animelemtime(5)>0
trigger5 = var(3) = 99
trigger5 = stateno = 311
trigger6 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger7 = stateno = 330 && animelemtime(4)>3
trigger8 = stateno = 410 &&(var(3) = 70 || animelem = 4,>1)
trigger9 = var(3) = 1 || var(3) = 5 || animelem = 4,>1
trigger9 = stateno = 411
trigger10= stateno = 200 || stateno = 300 || stateno = 400
trigger10= animelem = 4,>=0 && time > 6
trigger11= stateno = 1400
trigger11= movecontact > 2
trigger12= stateno = 430 && animelem = 4,>1
trigger13= stateno = 320 && animelem = 6,>1
trigger14= stateno = 350

;---------------------------------------------------------------------------
;BCC
[State -3, Stand Strong Punch]
type = ChangeState
value = 322
triggerall = statetype != A
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 25
triggerall = P2BodyDist Y > -70
triggerall = movehit
trigger1 = stateno = 421 && animelem = 4,>1
trigger1 = var(3) = 3

;V[eBOX^[
[State -3, ]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -75 ||(stateno = [211,240])||(stateno = [311,330])
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.mid.pos.y) < -60 || var(58) < 8 ||(stateno = [210,240])||(stateno = [311,330])
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = movehit
trigger1 = var(3) = 1 || var(3) = 8
trigger1 = stateno = 211 || stateno = 311
trigger2 = stateno = 220 && anim = 221 && animelemtime(4)>3
trigger3 = stateno = 230 && animelemtime(5)>0
trigger4 = P2BodyDist X < 60 || Helper(15000+id),var(51) < 130 || EnemyNear(var(55)),BackEdgeBodyDist < 25
trigger4 = stateno = 240 && animelemtime(5)>0
trigger5 = var(3) = 99
trigger5 = stateno = 311
trigger6 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger7 = stateno = 330 && animelemtime(4)>3
trigger8 = stateno = 410 &&(var(3) = 70 || animelem = 4,>1)
trigger8 = EnemyNear(var(55)),StateType = S || P2BodyDist X >= 38 ||(Helper(15000+id),var(51) >= 90 && P2BodyDist X >= 15)
trigger9 = var(3) = 1 || var(3) = 5 || animelem = 4,>1
trigger9 = stateno = 411
trigger10= stateno = 200 || stateno = 300 || stateno = 400
trigger10= animelem = 4,>=0 && time > 6
trigger11= stateno = 430 && animelem = 4,>1
trigger12= stateno = 320 && animelem = 6,>1
trigger13= stateno = 350

;---------------------------------------------------------------------------
;wI
[State -3, ]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = var(1)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = movehit
triggerall = P2BodyDist X <= 40
triggerall = (P2BodyDist X = [-9,30])|| stateno = 421
triggerall = P2BodyDist Y > -70
trigger1 = var(3) = 1 || var(3) = 8
trigger1 = stateno = 211 || stateno = 311
trigger2 = var(3) = 99
trigger2 = stateno = 311
trigger3 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger4 = stateno = 410 &&(var(3) = 70 || animelem = 4,>1)
trigger4 = EnemyNear(var(55)),StateType = S || P2BodyDist X >= 38 ||(Helper(15000+id),var(51) >= 90 && P2BodyDist X >= 15)
trigger5 = var(3) = 1 || var(3) = 5 || animelem = 4,>1
trigger5 = stateno = 411
trigger6 = stateno = 421 && var(3) = 3 && animelemtime(5)>0
trigger7 = stateno = 200 || stateno = 300 || stateno = 400
trigger7 = animelem = 4,>=0 && time > 6
trigger8 = stateno = 430 && animelem = 4,>1
trigger9 = stateno = 320 && animelem = 6,>1
trigger10= stateno = 350

;---------------------------------------------------------------------------
;ႪC
[State -3, Crouching Strong Punch]
type = ChangeState
value = 421
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X = [-5,72]
triggerall = P2BodyDist Y > -15
triggerall = movehit
trigger1 = EnemyNear(var(55)),StateType = C
trigger1 = var(3) = 1
trigger1 = stateno = 411 && animelem = 4,>1
trigger2 = var(3) = 70
trigger2 = stateno = 410 && animelem = 4,>1

;---------------------------------------------------------------------------
;uCWOTo[Xg
[State -3, ]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = var(1)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [15,45]
triggerall = P2bodydist Y > -40
trigger1 = var(58) < 9 || var(50)
trigger1 = (moveguarded && Random <= 30)

;---------------------------------------------------------------------------
;tFCg
[State -3, Stand Light Punch]
type = ChangeState
value = 750
triggerall = statetype != A
triggerall = var(58) >= 9 && RoundState = 2
triggerall = !var(57)
triggerall = var(1) ||(stateno = 321 && var(3) = 2)|| stateno = 230
triggerall = Random <= var(58)*100
triggerall = stateno != 1800
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = moveguarded
trigger1 = stateno = 220 && anim = 220 && animelemtime(4)>3
trigger2 = stateno = 350 || stateno = 230 ||(stateno = 321 && var(3) = 2)
trigger3 = stateno = 220 && anim = 221 && animelemtime(4)>3
trigger4 = stateno = 240 && animelemtime(5)>0
trigger5 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger6 = (stateno = 330 && animelemtime(4)>3)||(stateno = 320 && animelem = 6,>1)

;---------------------------------------------------------------------------
;tFCg
[State -3, Stand Light Punch]
type = ChangeState
value = 750
triggerall = statetype != A
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = var(1) ||(stateno = 321 && var(3) = 2)|| stateno = 230
triggerall = Random <= var(58)*100
triggerall = stateno != 1800
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = (EnemyNear(var(55)),StateNo = [120,159])|| EnemyNear(var(55)),StateType = A
triggerall = (stateno != [200,211])&&(stateno != [400,411])
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = var(9)
trigger1 = movecontact
trigger2 = (moveguarded && Random <= 50)
trigger3 = stateno = 430 && movecontact
trigger3 = moveguarded || animelem = 4,>1
trigger4 = stateno = 321 && var(3) = 3 && animelemtime(5)>2
trigger4 = movecontact
trigger5 = stateno = 421 && var(3) = 3 && animelemtime(5)>0
trigger5 = movecontact
trigger6 = (stateno = 320 && animelemtime(6)>0)||(stateno = 330 && animelemtime(4)>3)
trigger6 = movecontact
trigger7 = stateno = 240 || stateno = 230 || stateno = 431
trigger7 = animelemtime(5)>0
trigger7 = movecontact
trigger8 = stateno = 220 && anim = 220 && animelemtime(4)>3
trigger8 = movecontact
trigger9 = stateno = 350 ||(stateno = 321 && var(3) = 2)
trigger9 = movecontact

;---------------------------------------------------------------------------
;t[tB[o[
[State -3, ]
type = ChangeState
value = 1800
triggerall = statetype != A
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = var(1)
triggerall = stateno != 1800
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
trigger1 = (moveguarded && Random <= 30)

;==============================================================================
;nq
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [5,40]
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 50
trigger1 = var(57) := 22

;fBoCuXg
[State -3, ]
type = ChangeState
value = 1600
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [5,45]
triggerall = P2bodydist Y > -40
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;uCWOTo[Xg
[State -3, ]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) >= 7 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [15,75]
triggerall = P2bodydist Y > -40
triggerall = BackEdgeBodyDist > 60
triggerall = !InGuardDist
trigger1 = Helper(15000+id),var(52) > 200
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;RAbp[
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = !var(53)
triggerall = !var(9)
triggerall = var(50) || Helper(15000+id),var(51) < 90
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = EnemyNear(var(55)),alive
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = P2bodydist X < 15
trigger1 = (P2bodydist X = [-8,4])|| Helper(15000+id),var(51) < 90

;---------------------------------------------------------------------------
;b
[State -3, Stand Strong Punch]
type = ChangeState
value = 310
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),gethitvar(hittime) >= 8
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -80
triggerall = EnemyNear(var(55)),Const(size.mid.pos.y) <= -60 || EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist Y > -55
trigger1 = P2bodydist X <= 20
trigger1 = (P2bodydist X = [-8,12])|| Helper(15000+id),var(51) < 90
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*33
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,30]
triggerall = P2bodydist Y > -30
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 320
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),gethitvar(hittime) >= 8
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -80
triggerall = EnemyNear(var(55)),Const(size.mid.pos.y) <= -60 || EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X <= 20
triggerall = P2bodydist Y > -55
trigger1 = !InGuardDist

;ߗp`
[State -3, Stand Light Punch]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -50
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X <= 20
triggerall = P2bodydist Y > -45
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;RAbp[
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [0,28]
triggerall = !InGuardDist
trigger1 = !var(53) && !var(54)
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = P2bodydist Y = [-110,-30]
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = P2bodydist X < 25

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -89
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [20,57]
triggerall = P2bodydist Y > -60
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = P2BodyDist X = [-5,50+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)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType = S || var(58) < 8
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -89 || var(58) < 7
triggerall = EnemyNear(var(55)),gethitvar(hittime) >= 11 || var(58) < 7
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [20,82]
triggerall = P2bodydist Y > -40
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 101
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = P2BodyDist X = [-5,75+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)),Movetype = H
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 11 || var(58) < 7
trigger1 = !InGuardDist

;==============================================================================
;
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = (var(58) = [1,9]) && RoundState = 2
triggerall = !var(57)
triggerall = fvar(38) = [2,3]
triggerall = life > lifemax * 0.5
triggerall = P2BodyDist X > 150
trigger1 = var(58) = [8,9] 
trigger1 = P2BodyDist X > 180
trigger1 = (life > lifemax * 0.9) || (life*0.3 > enemynear(var(55)),life)
trigger1 = Random <= 20
trigger2 = var(58) = [4,7] 
trigger2 = life > lifemax * 0.7
trigger2 = Random <= 40
trigger3 = var(58) < 4
trigger3 = Random <= 50
trigger4 = P2BodyDist X > 200
trigger4 = Random <= 100-(var(58)*10)

;---------------------------------------------------------------------------
;_bV
[State -3, Run Fwd]
type = ChangeState
value = 100
triggerall = var(58) >= 1 && RoundState = 2
triggerall = Random <= var(58)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist
triggerall = stateno != 101
trigger1 = P2BodyDist X > 150
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = Random <= 60
trigger2 = P2BodyDist X > 180
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 25

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(58) >= 1 && RoundState = 2
Triggerall = !var(57)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 45
triggerall = Random <= 75
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(58) >= 1 && RoundState = 2
Triggerall = !var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = 18 && time >= 16)
triggerall = BackEdgeBodyDist > 20
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 40
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = p2bodydist X < 25
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(58) >= 1 && Roundstate = 2
Trigger1 = !var(57)
trigger1 = p2bodydist X = [0,70]
trigger1 = Random <= 20
trigger2 = Roundstate = 3

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
Triggerall = !fvar(39)
triggerall = Random <= var(58)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = BackEdgeBodyDist > 40
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
trigger1 = var(53) != 5
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 45
trigger1 = P2BodyDist X < 15 || !var(53)
trigger1 = !inguarddist
trigger1 = Random <= 500
trigger2 = var(53) != 5
trigger2 = facing != EnemyNear(var(55)),facing
trigger2 = EnemyNear(var(55)),MoveType = A
trigger2 = P2BodyDist X = [30,90]
trigger2 = Random <= 120
trigger3 = !var(53)
trigger3 = facing != EnemyNear(var(55)),facing
trigger3 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger3 = P2BodyDist X = [-5,60]
trigger3 = Random <= 150 || (var(58) > 10)
trigger4 = var(58) > 6
trigger4 = !fvar(39)
trigger4 = !var(53)
trigger4 = !var(54)
trigger4 = facing != EnemyNear(var(55)),facing
trigger4 = P2BodyDist X = [35,105]
trigger4 = !inguarddist
trigger4 = Random <= 10

;------------------------------------------------------------------------------
;Wv(჌x)
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = (Var(58) = [1,3]) && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = !var(57)
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 36
Triggerall = Var(58) > 3 && RoundState = 2
Triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
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
triggerall = P2BodyDist X < 60
trigger1 = (var(58)<10&&Random<=25)||(var(58)>=10&&Random<=10)
trigger2 = fvar(39) = [3,4]
trigger2 = Random <= var(58)*30 || var(58) > 10

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(58) > 3 && RoundState = 2
Triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
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 = !fvar(39)
trigger1 = (var(58)<10&&Random<=30) || (var(58)>=10&&Random<=15)
trigger1 = P2BodyDist X = [80,120]
trigger2 = var(58) > 8
trigger2 = !var(53)
trigger2 = P2BodyDist X = [0,25]
trigger2 = Random <= 70
trigger2 = var(57) := 20
trigger3 = fvar(39) = [3,4]
trigger3 = P2BodyDist X <= 120

[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(58) > 3 && RoundState = 2
Triggerall = !var(57)
triggerall = BackEdgeBodyDist < 20 || Helper(15000+ID),var(52) < 40
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo = 5110
trigger1 = P2BodyDist X < 30

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = var(58) > 3 && RoundState = 2
triggerall = !var(57) && !var(53)
triggerall = Random <= var(58)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),Vel X > 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = P2BodyDist X = [120,150]
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
triggerall = var(58) >= 7 && RoundState = 2
triggerall = var(58) < 11
triggerall = !var(57) && !var(53)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
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 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = EnemyNear(var(55)),Vel X >= 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = P2BodyDist X = [25,50]
trigger1 = Helper(15000+id),var(52) > 120
trigger1 = Random <= 45

;==============================================================================
;nZUEԂ
;nEOu
[State -3, Ԃ]
type = ChangeState
value = 3200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) > 8 && RoundState = 2
triggerall = !var(57)
triggerall = var(53) != 5
triggerall = var(50)
triggerall = stateno != 3000
triggerall = stateno != 3200
triggerall = life < 500
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, AP)
triggerall = !Enemy,numproj
triggerall = P2BodyDist Y = [-40,10]
trigger1 = var(50) < 50
trigger1 = P2BodyDist X = [20,105]
trigger1 = !inguarddist
trigger1 = Random <= var(58)*15

;---------------------------------------------------------------------------
;t[tB[o[
[State -3, ]
type = ChangeState
value = 1800
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = stateno != 1800
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [40,100]
trigger1 = var(58) < 9
trigger1 = Random <= 30
trigger2 = var(58) >= 9
trigger2 = P2BodyDist X > 60
trigger2 = EnemyNear(var(55)),Vel X > 0 
trigger2 = Random <= 20

;---------------------------------------------------------------------------
;uCWOTo[Xg
[State -3, ]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, AP)
triggerall = !Enemy,numproj
triggerall = !InGuardDist
triggerall = P2BodyDist X = [20,65]
trigger1 = var(58) < 9
trigger1 = Random <= var(58)*3
trigger2 = var(50)
trigger2 = var(58) = [9,10]
trigger2 = Random <= 15

;---------------------------------------------------------------------------
;fBoCuXg
[State -3, ]
type = ChangeState
value = 1600
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [25,100]
triggerall = P2BodyDist Y > -50
trigger1 = var(58) < 9
trigger1 = Random <= 30 - var(58)*3

;V[eBOX^[
[State -3, ]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [25,100]
triggerall = P2BodyDist Y > -50
trigger1 = var(58) < 9
trigger1 = Random <= 30 - var(58)*3

;==============================================================================
;nZUE
;
[State -3, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,131])
triggerall = var(58) >= 3 && RoundState = 2
triggerall = (p2statetype = S)||(p2statetype = C)
triggerall = p2movetype != H
triggerall = p2bodydist X = [-8,4]
triggerall = stateno != 100
trigger1 = var(58) < 10
trigger1 = Random <= var(58)*6
trigger2 = var(58) >= 10
trigger2 = Random <= 100
trigger3 = (EnemyNear(var(55)),facing = facing)||(prevstateno = [5000,5270])
trigger3 = var(58) >= 9
trigger3 = Random <= 300 || var(58) > 10
trigger4 = var(58) > 9
trigger4 = prevstateno = [200,430]
trigger4 = EnemyNear(var(55)),stateno = [120,131]
trigger4 = Random <= 150 || var(58) > 10

;==============================================================================
;nZUE΋(i)
;KCAuX
[State -3, ]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 52 && time > 4)||(stateno = 1800 && time > 20)
triggerall = var(58) >= 9 && RoundState = 2
triggerall = !var(57)
triggerall = var(50) || life < 500
triggerall = stateno != 3000
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = enemy,hitdefattr = A, NA, SA || Random <= 150
triggerall = P2BodyDist Y >= -80
trigger1 = EnemyNear(var(55)),Vel X > 0 && EnemyNear(var(55)),Vel Y >= 0
trigger1 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [22,45]
trigger2 = EnemyNear(var(55)),Vel X <= 0
trigger2 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [0,40]

;---------------------------------------------------------------------------
;wI
[State -3, ]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])||(stateno = 52 && time > 4)||(stateno = 1800 && time > 20)
triggerall = var(58) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Pos Y < -30
triggerall = P2BodyDist Y = [-72-Floor(EnemyNear(var(55)),vel Y * 5),10]
trigger1 = P2BodyDist X = [-10,44]
trigger1 = (var(58) < 7 && Random <= 15)||((var(58) = [7,9])&& Random <= 25)
trigger2 = (EnemyNear(var(55)),Vel X <= 0 &&(P2BodyDist X = [-20,30]))||(EnemyNear(var(55)),Vel X > 0 &&(P2BodyDist X = [-5,50]))
trigger2 = (var(58) = 10 && Random <= 60)||(var(58) > 10 && Random <= 150)
trigger3 = P2BodyDist X = [-20,41]
trigger3 = var(58) > 9 && Random <= 150
trigger3 = EnemyNear(var(55)),BackEdgeBodyDist < 40

;RAbp[
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(54)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist Y >= -95
trigger1 = P2BodyDist X = [-5,24]
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),Const(size.head.pos.y) <= -90
trigger1 = Random <= 35
trigger2 = P2BodyDist X = [-5,24]
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),Const(size.head.pos.y) > -90
trigger2 = Random <= 60
trigger3 = (EnemyNear(var(55)),Vel X <= 0 &&(P2BodyDist X = [-5,24]))||(EnemyNear(var(55)),Vel X > 0 &&(P2BodyDist X = [15,35]))
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;U
[State -3, Standing Strong Kick]
type = ChangeState
value = 350
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])||(stateno = 1800 && time > 20)
triggerall = var(58) >= 5 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = !var(9)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -80
triggerall = P2BodyDist Y >= -95
trigger1 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [9,47]
trigger1 = enemynear(var(55)),animtime <= -12
trigger1 = enemy,hitdefattr = SA, NA, SA
trigger1 = Random <= 50
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Vel X >= 0
trigger2 = EnemyNear(var(55)),Vel Y >= 0
trigger2 = P2BodyDist X = [20,60]
trigger2 = Random <= 70
trigger3 = var(58) > 8
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),BackEdgeBodyDist < 20 || Helper(15000+ID),var(51) < 100
trigger3 = EnemyNear(var(55)),Vel Y >= 0
trigger3 = P2BodyDist X = [0,45]
trigger3 = Random <= 200

;---------------------------------------------------------------------------
;P
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -85 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = p2bodydist X > 20
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) < 60
triggerall = P2BodyDist Y >= -75
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = P2BodyDist X < 50
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Vel Y >= 0
trigger2 = Random <= 100

;==============================================================================
;nZUEi
;c[p`
[State -3, Stand Light Punch]
type = ChangeState
value = 260
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 3 && RoundState = 2
triggerall = var(58) < 11
triggerall = Random <= var(58)*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) = [32,60]
triggerall = P2BodyDist Y >= -30
trigger1 = Random <= 15
trigger2 = var(58) = [6,9]
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 120

;==============================================================================
;nZUEi
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-3,51+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -20
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
trigger1 = var(58) < 10
trigger1 = Random <= var(58)*7
trigger2 = var(58) >= 10
trigger2 = Random <= 90
trigger3 = var(58) > 5 && Random <= var(58)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊb
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-3,54+Floor(EnemyNear(var(55)),vel X * 7)]
triggerall = P2BodyDist Y >= -20
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
trigger1 = var(58) < 10
trigger1 = Random <= var(58)*6
trigger2 = var(58) >= 10
trigger2 = Random <= 80
trigger3 = var(58) > 5 && Random <= var(58)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -7
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [36,74+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -20
triggerall = (!InGuardDist)||(life >= lifemax * 0.75)
trigger1 = var(58) < 10
trigger1 = Random <= var(58)*3
trigger2 = var(58) >= 10
trigger2 = life >= lifemax * 0.6
trigger2 = Random <= 20

;==============================================================================
;nZUEi
[State -3, ߗP]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -60
triggerall = EnemyNear(var(55)),Const(size.mid.pos.y) <= -60 || EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = p2bodydist X <= 20
triggerall = P2BodyDist Y >= -40
triggerall = !InGuardDist
trigger1 = Random <= 120
trigger2 = var(58) > 6 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -5
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ߗb
[State -3, Stand Strong Punch]
type = ChangeState
value = 310
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -60
triggerall = EnemyNear(var(55)),Const(size.mid.pos.y) <= -60 || EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = p2bodydist X <= 20
triggerall = P2BodyDist Y >= -80
triggerall = !InGuardDist
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 320
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 3 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -60
triggerall = EnemyNear(var(55)),Const(size.mid.pos.y) <= -60 || EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = p2bodydist X <= 20
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = Random <= 75
trigger2 = var(58) > 6 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -8
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;b
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -90
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = p2bodydist X > 20
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 6) = [25,53]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = Random <= 20
trigger2 = var(58) > 8 && Random <= 200
trigger2 = EnemyNear(var(55)),AnimTime <= -6
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;b
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 6 && RoundState = 2
triggerall = !var(57)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [30,68]
triggerall = P2BodyDist Y >= -75
triggerall = !InGuardDist
trigger1 = Random <= 30

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = !var(54)
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) <= -80
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = p2bodydist X > 20
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 11) = [45,82]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(58) < 10
trigger1 = Random <= 25 - var(58)*2
trigger2 = var(58) > 8 && Random <= 200
trigger2 = EnemyNear(var(55)),AnimTime <= -11
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;󒆋ZU
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(58) >= 1 && RoundState = 2
triggerall = !var(57)
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [-10,65]
triggerall = P2BodyDist Y = [-75,70]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = vel X <= 0

;---------------------------------------------------------------------------
[State -3, 󒆋U]
type = ChangeState
value = 620
triggerall = var(58) >= 1 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = (P2BodyDist Y = [-45,75])|| var(57) = [20,21]
triggerall = vel X >= 0 || var(57) = 21
triggerall = vel Y >= 0
triggerall = vel Y > 0 || var(57) = 21
trigger1 = !var(57)
trigger1 = P2BodyDist X+Floor(vel X * 7) = [-15,45]
trigger2 = var(57) = [20,21]
trigger2 = P2BodyDist X+Floor(vel X * 7) = [-50,50]

;---------------------------------------------------------------------------
[State -3, KU]
type = ChangeState
value = 610
triggerall = var(58) >= 1 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(58)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist Y = [-55,60]
trigger1 = !var(57)
trigger1 = P2BodyDist X = [-10,60]
trigger1 = vel X > 0 || EnemyNear(var(55)),StateType != A
trigger1 = vel Y > 0
trigger2 = !var(57)
trigger2 = P2BodyDist X = [-10,80]
trigger2 = vel Y > 0
trigger2 = Pos Y > -30
trigger3 = var(57) = 22

;==============================================================================
;̑
;OWv
[State -3, ]
type = ChangeState
value = 39
triggerall = var(58) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = alive
trigger1 = P2BodyDist X <= 20
trigger1 = BackEdgeBodyDist <= 30

;---------------------------------------------------------------------------
;V[eBOX^[
[State -3, ]
type = ChangeState
value = 1200
triggerall = var(58) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = alive
trigger1 = P2BodyDist X > 20
trigger1 = BackEdgeBodyDist <= 35

;---------------------------------------------------------------------------
;Run Back
;ރ_bV
[State -3, Run Back]
type = ChangeState
value = 105
triggerall = var(58) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = alive
trigger1 = FrontEdgeBodyDist < 70

;---------------------------------------------------------------------------
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = var(58) >= 1 && RoundState = 3
triggerall = fvar(38) = 1 || fvar(38) = 3
triggerall = Life > Lifemax * 0.5
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 70
triggerall = alive
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 106 || stateno = 1200
trigger2 = AnimTime = 0
