;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "KosatsuJin"
command = ~B, F, D, DF, x+y
time = 25
[Command]
name = "KosatsuJin"
command = ~B, F, D, DF, x+z
time = 25
[Command]
name = "KosatsuJIn"
command = ~B, F, D, DF, y+z
time = 25
[Command]
name = "SuburuShikouken"
command = ~F, B, $D, F, a+b
time = 32
[Command]
name = "SuburuShikouken"
command = ~F, B, $D, F, a+c
time = 32
[Command]
name = "SuburuShikouken"
command = ~F, B, $D, F, b+c
time = 32
[Command]
name = "MAX HaohShikoken"
command = ~F, B, $D, F, x+y
time = 32
[Command]
name = "MAX HaohShikoken"
command = ~F, B, $D, F, y+z
time = 32
[Command]
name = "MAX HaohShikoken"
command = ~F, B, $D, F, x+z
time = 32
[Command]
name = "HaohShikoken"
command = ~F, B, $D, F, x
time = 32
[Command]
name = "HaohShikoken"
command = ~F, B, $D, F, ~x
time = 32
[Command]
name = "HaohShikoken"
command = ~F, B, $D, F, y
time = 32
[Command]
name = "HaohShikoken"
command = ~F, B, $D, F, ~y
time = 32
[Command]
name = "HaohShikoken"
command = ~F, B, $D, F, z
time = 32
[Command]
name = "HaohShikoken"
command = ~F, B, $D, F, ~z
time = 32
[Command]
name = "HaohShikoken1"
command = ~F, B, $D, F, x
time = 32
[Command]
name = "HaohShikoken1"
command = ~F, B, $D, F, ~x
time = 32
[Command]
name = "HaohShikoken2"
command = ~F, B, $D, F, y
time = 32
[Command]
name = "HaohShikoken2"
command = ~F, B, $D, F, ~y
time = 32
[Command]
name = "HaohShikoken3"
command = ~F, B, $D, F, z
time = 32
[Command]
name = "HaohShikoken3"
command = ~F, B, $D, F, ~z
time = 32
[Command]
Name = "RyukoRanbu"
Command = ~D, DF, F, $D, B, x
Time = 40
[Command]
Name = "RyukoRanbu"
Command = ~D, DF, F, $D, B, ~x
Time = 40
[Command]
Name = "RyukoRanbu"
Command = ~D, DF, F, $D, B, y
Time = 40
[Command]
Name = "RyukoRanbu"
Command = ~D, DF, F, $D, B, ~y
Time = 40
[Command]
Name = "RyukoRanbu"
Command = ~D, DF, F, $D, B, z
Time = 40
[Command]
Name = "RyukoRanbu"
Command = ~D, DF, F, $D, B, ~z
Time = 40
[Command]
Name = "MAXRyukoRanbu"
Command = ~D, DF, F, $D, B, x+y
Time = 40
[Command]
Name = "MAXRyukoRanbu"
Command = ~D, DF, F, $D, B, x+z
Time = 40
[Command]
Name = "MAXRyukoRanbu"
Command = ~D, DF, F, $D, B, y+z
Time = 40
[Command]
name = "KishinGeki"
command = ~D, DF, F, D, DF, x
time = 32
[Command]
name = "KishinGeki"
command = ~D, DF, F, D, DF, ~x
time = 32
[Command]
name = "KishinGeki"
command = ~D, DF, F, D, DF, y
time = 32
[Command]
name = "KishinGeki"
command = ~D, DF, F, D, DF, ~y
time = 32
[Command]
name = "KishinGeki"
command = ~D, DF, F, D, DF, z
time = 32
[Command]
name = "KishinGeki"
command = ~D, DF, F, D, DF, ~z
time = 32
[Command]
name = "KishinGekiMax"
command = ~D, DF, F, D, DF, x+y
time = 32
[Command]
name = "KishinGekiMax"
command = ~D, DF, F, D, DF, y+z
time = 32
[Command]
name = "KishinGekiMax"
command = ~D, DF, F, D, DF, x+z
time = 32
[Command]
name = "KyokugenKohou"
command = ~D, DF, F, D, DF, a
time = 32
[Command]
name = "KyokugenKohou"
command = ~D, DF, F, D, DF, ~a
time = 32
[Command]
name = "KyokugenKohou"
command = ~D, DF, F, D, DF, b
time = 32
[Command]
name = "KyokugenKohou"
command = ~D, DF, F, D, DF, ~b
time = 32
[Command]
name = "KyokugenKohou"
command = ~D, DF, F, D, DF, c
time = 32
[Command]
name = "KyokugenKohou"
command = ~D, DF, F, D, DF, ~c
time = 32
[Command]
name = "BorutoAppar"
command = ~D, DF, F, D, DF, a+b
time = 32
[Command]
name = "BorutoAppar"
command = ~D, DF, F, D, DF, a+c
time = 32
[Command]
name = "BorutoAppar"
command = ~D, DF, F, D, DF, b+c
time = 32
;-| Special Motions |------------------------------------------------------
[Command]
name = "Sanchin"
command = ~D, D, x
time = 10
[Command]
name = "Sanchin"
command = ~D, D, y
time = 10
[Command]
name = "Sanchin"
command = ~D, D, z
time = 10
[Command]
name = "KoohKen"
command = ~D, DF, F, x
time = 15
[Command]
name = "KoohKen"
command = ~D, DF, F, ~x
time = 15
[Command]
name = "KoohKen"
command = ~D, DF, F, y
time = 15
[Command]
name = "KoohKen"
command = ~D, DF, F, ~y
time = 15
[Command]
name = "KoohKen"
command = ~D, DF, F, z
time = 15
[Command]
name = "KoohKen"
command = ~D, DF, F, ~z
time = 15
[Command]
name = "KoohKen1"
command = ~D, DF, F, x
time = 15
[Command]
name = "KoohKen1"
command = ~D, DF, F, ~x
time = 15
[Command]
name = "KoohKen2"
command = ~D, DF, F, y
time = 15
[Command]
name = "KoohKen2"
command = ~D, DF, F, ~y
time = 15
[Command]
name = "KoohKen3"
command = ~D, DF, F, z
time = 15
[Command]
name = "KoohKen3"
command = ~D, DF, F, ~z
time = 15
[Command]
name = "EX KoohKen"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "EX KoohKen"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "EX KoohKen"
command = ~D, DF, F, x+z
time = 15
[Command]
name = "Kohou"
command = ~F, D, DF, x
time = 18
[Command]
name = "Kohou"
command = ~F, D, DF, ~x
time = 18
[Command]
name = "Kohou2"
command = ~F, D, DF, y
time = 18
[Command]
name = "Kohou2"
command = ~F, D, DF, ~y
time = 18
[Command]
name = "Kohou3"
command = ~F, D, DF, z
time = 18
[Command]
name = "Kohou3"
command = ~F, D, DF, ~z
time = 18
[Command]
name = "EX Kohou"
command = ~F, D, DF, x+y
time = 18
[Command]
name = "EX Kohou"
command = ~F, D, DF, y+z
time = 18
[Command]
name = "EX Kohou"
command = ~F, D, DF, x+z
time = 18
[Command]
name = "HienShippuKyakuC"
command = ~40$DB, F, a
time = 16
[Command]
name = "HienShippuKyaku2C"
command = ~40$DB, F, b
time = 16
[Command]
name = "HienShippuKyaku3C"
command = ~40$DB, F, c
time = 16
[Command]
name = "HienShippuKyaku"
command = ~$DB, F, a
time = 15
[Command]
name = "HienShippuKyaku"
command = ~$DB, F, ~a
time = 15
[Command]
name = "HienShippuKyaku2"
command = ~$DB, F, b
time = 15
[Command]
name = "HienShippuKyaku2"
command = ~$DB, F, ~b
time = 15
[Command]
name = "HienShippuKyaku3"
command = ~$DB, F, c
time = 15
[Command]
name = "HienShippuKyaku3"
command = ~$DB, F, ~c
time = 15
[Command]
name = "EX HienShippuKyaku"
command = ~$DB, F, a+b
time = 15
[Command]
name = "EX HienShippuKyaku"
command = ~$DB, F, a+c
time = 15
[Command]
name = "EX HienShippuKyaku"
command = ~$DB, F, b+c
time = 15
[Command]
name = "EX HienShippuKyakuC"
command = ~40$DB, F, a+b
time = 16
[Command]
name = "EX HienShippuKyakuC"
command = ~40$DB, F, a+c
time = 16
[Command]
name = "EX HienShippuKyakuC"
command = ~40$DB, F, b+c
time = 16
[Command]
name = "Zanretsuken"
command = ~F, B, F, x
time = 18
[Command]
name = "Zanretsuken"
command = ~F, B, F, ~x
time = 18
[Command]
name = "Zanretsuken2"
command = ~F, B, F, y
time = 18
[Command]
name = "Zanretsuken2"
command = ~F, B, F, ~y
time = 18
[Command]
name = "Zanretsuken3"
command = ~F, B, F, z
time = 18
[Command]
name = "Zanretsuken3"
command = ~F, B, F, ~z
time = 18
[Command]
name = "EX Zanretsuken"
command = ~F, B, F, x+y
time = 18
[Command]
name = "EX Zanretsuken"
command = ~F, B, F, x+z
time = 18
[Command]
name = "EX Zanretsuken"
command = ~F, B, F, z+y
time = 18
[Command]
name = "MoukoBuraiGan"
command = ~D, DB, B, x
time = 15
[Command]
name = "MoukoBuraiGan"
command = ~D, DB, B, ~x
time = 15
[Command]
name = "MoukoBuraiGan2"
command = ~D, DB, B, y
time = 15
[Command]
name = "MoukoBuraiGan2"
command = ~D, DB, B, ~y
time = 15
[Command]
name = "MoukoBuraiGan3"
command = ~D, DB, B, z
time = 15
[Command]
name = "MoukoBuraiGan3"
command = ~D, DB, B, ~z
time = 15
[Command]
name = "EX MoukoBuraiGan"
command = ~D, DB, B, x+y
time = 15
[Command]
name = "EX MoukoBuraiGan"
command = ~D, DB, B, x+z
time = 15
[Command]
name = "EX MoukoBuraiGan"
command = ~D, DB, B, z+y
time = 15
[Command]
name = "ShouranKyaku"
command = ~F, D, DB, B, a
time = 17
[Command]
name = "ShouranKyaku"
command = ~F, D, DB, B, ~a
time = 17
[Command]
name = "ShouranKyaku"
command = ~F, D, DB, B, b
time = 17
[Command]
name = "ShouranKyaku"
command = ~F, D, DB, B, ~b
time = 17
[Command]
name = "ShouranKyaku"
command = ~F, D, DB, B, c
time = 17
[Command]
name = "ShouranKyaku"
command = ~F, D, DB, B, ~c
time = 17
[Command]
name = "EX ShouranKyaku"
command = ~F, D, DB, B, a+b
time = 17
[Command]
name = "EX ShouranKyaku"
command = ~F, D, DB, B, a+c
time = 17
[Command]
name = "EX ShouranKyaku"
command = ~F, D, DB, B, b+c
time = 17
[Command]
name = "2002Hien"
command = ~F, D, DB, B, a
time = 17
[Command]
name = "2002Hien"
command = ~F, D, DB, B, ~a
time = 17
[Command]
name = "2002Hien2"
command = ~F, D, DB, B, b
time = 17
[Command]
name = "2002Hien2"
command = ~F, D, DB, B, ~b
time = 17
[Command]
name = "2002Hien3"
command = ~F, D, DB, B, c
time = 17
[Command]
name = "2002Hien3"
command = ~F, D, DB, B, ~c
time = 17
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, x
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, y
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, z
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, ~x
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, ~y
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, ~z
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, a
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, b
time = 16
[Command]
name= "412k" ;Zero Counter
command = ~B, DB, D, c
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, ~a
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, ~b
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, ~c
time = 16
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+x
time = 1
[Command]
name = "pp"
command = x+y
time = 1
[Command]
name = "pp"
command = x+z
time = 1
[Command]
name = "pp"
command = y+z
time = 1
[Command]
name = "kk"
command = a+b
time = 1
[Command]
name = "kk"
command = a+c
time = 1
[Command]
name = "kk"
command = b+c
time = 1
[Command]
name = "a+x"
command = a+x
time=1
[Command]
name = "b+y"
command = b+y
time = 1
[Command]
name = "c+z"
command = c+z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "fwd_s"
command = /$F,s
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
;Release Direction
[Command]
name = "rlsfwd"
command = ~$F
time = 1
[Command]
name = "rlsback"
command = ~$B
time = 1
[Command]
name = "rlsup"
command = ~$U
time = 1
[Command]
name = "rlsdown"
command = ~$D
time = 1
;--------------------------------------------------------------------------
;Release Button
[Command]
name = "rlsx"
command = ~x
time = 1
[Command]
name = "rlsy"
command = ~y
time = 1
[Command]
name = "rlsz"
command = ~z
time = 1
[Command]
name = "rlsa"
command = ~a
time = 1
[Command]
name = "rlsb"
command = ~b
time = 1
[Command]
name = "rlsc"
command = ~c
time = 1
;---------------------------------------------------------------------------
;Other
[Command]
name = "highjump"
command = $D, $U
time = 15
;---------------------------------------------------------------------------
[Statedef -1]
[State -1, Tick Fix]
type = CtrlSet
triggerall = !ctrl
trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime
trigger2 = (StateNo = [200,499]) && !AnimTime
trigger3 = (StateNo = [760,762]) && !AnimTime
trigger4 = StateNo = 810 && !AnimTime
trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver
trigger6 = (StateNo = [700,715]) && !AnimTime
value = 1
[State -1, CtrlSet For Helpers];special thanks to 20S
type = CtrlSet
trigger1 = IsHelper
value = 0
[State -1, Hit Count For Helpers];special thanks to 20S
type = ParentVarAdd
trigger1 = IsHelper
trigger1 = MoveHit = 1
trigger1 = !HitPauseTime
trigger1 = !(HitDefAttr = SCA, AT)
var(13) = 1
[State -1, Juggle Count For Helpers];special thanks to 20S
type = ParentVarAdd
trigger1 = IsHelper
trigger1 = MoveHit = 1
trigger1 = !HitPauseTime
trigger1 = !(HitDefAttr = SCA, AT)
var(15) = 1
[State -1, ProjContact];special thanks to 20S
type = VarSet
trigger1 = IsHelper
trigger1 = MoveContact = 1 && NumTarget
var(18) = 1
[State -1, Root ProjContact];special thanks to 20S
type = ParentVarSet
trigger1 = IsHelper
trigger1 = MoveContact = 1 && NumTarget
var(18) = 1
[State -1, Haoh Shikouken Max]
type = ChangeState
value = 3050
triggerall = !AILevel
triggerall = command = "MAX HaohShikoken"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !Var(53)
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Haoh Shikoken]
type = ChangeState
value = 3000
triggerall = !AILevel
triggerall = command = "HaohShikoken"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = !Var(53)
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
;trigger1 = NumHelper(3005) <= 0
;trigger2 = NumHelper(3005) <= 1
;trigger2 = Helper(3005),StateNo = [3016,3017]
[State -1, Kosatsu Jin]
type = ChangeState
value = 4200
triggerall = !AILevel
triggerall = command = "KosatsuJin"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Suburu Ou Shikouken]
type = ChangeState
value = 4100
triggerall = !AILevel
triggerall = command = "SuburuShikouken"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Built Upper]
type = ChangeState
value = 4000
triggerall = !AILevel
triggerall = command = "BorutoAppar"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Kishin Geki Max]
type = ChangeState
value = 3150
triggerall = !AILevel
triggerall = !Var(53)
triggerall = command = "KishinGekiMax"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerAll = p2bodydist x <= 25
triggerAll = p2Statetype = S || p2Statetype = C
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
[State -1, Ryuko Ranbu Max]
type = ChangeState
value = 3350
triggerall = !AILevel
triggerall = command = "MAXRyukoRanbu"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Kishin Geki 02]
type = ChangeState
value = 3152
triggerall = !AILevel
triggerall = Var(53)
triggerall = command = "KishinGeki"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerAll = p2Statetype = S || p2Statetype = C
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = var(6)
[State -1, Kishin Geki]
type = ChangeState
value = 3100
triggerall = !AILevel
triggerall = !Var(53)
triggerall = command = "KishinGeki"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerAll = p2bodydist x <= 25 && PrevStateno != 1350
triggerAll = p2Statetype = S || p2Statetype = C
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = var(6)
[State -1, Kyokugen Kohou]
type = ChangeState
value = 3200
triggerall = !AILevel
triggerall = Var(51)
triggerall = command = "KyokugenKohou"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Ryuko Ranbu]
type = ChangeState
value = 3300
triggerall = !AILevel
triggerall = command = "RyukoRanbu"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, EX Shikouken]
type = ChangeState
value = 1750
triggerall = !AILevel
triggerall = command = "MAX HaohShikoken"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1751) <= 0
trigger2 = NumHelper(1751) <= 1
trigger2 = Helper(1751),StateNo = [1603,1604]
[State -1, EX Kohou]
type = ChangeState
triggerall = Var(51)
value = 1150
triggerall = !AILevel
triggerall = command = "EX Kohou"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX HienShippuKyaku]
type = ChangeState
value = 1250
triggerall = !AILevel
triggerall = command = "EX HienShippuKyaku" && !Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX HienShippuKyaku]
type = ChangeState
value = 1250
triggerall = !AILevel
triggerall = command = "EX HienShippuKyakuC" && Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX MoukoBuraiGan]
type = ChangeState
value = 1450
triggerall = !AILevel
triggerall = command = "EX MoukoBuraiGan"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX ShouranKyaku]
type = ChangeState
value = 1550
triggerall = !AILevel
triggerall = command = "EX ShouranKyaku"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX 2002 Hien Shippu Kyaku]
type = ChangeState
value = 1850
triggerall = !AILevel
triggerall = command = "EX ShouranKyaku"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX KoohKen]
type = ChangeState
value = 1050
triggerall = !AILevel
triggerall = command = "EX KoohKen"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = !Var(53)
trigger1 = NumHelper(1651) <= 0
trigger2 = NumHelper(1651) <= 1
trigger2 = Helper(1651),StateNo = [1015,1016]
[State -1, EX KoohKen]
type = ChangeState
value = 1650
triggerall = !AILevel
triggerall = command = "EX KoohKen"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX Zanretsuken]
type = ChangeState
value = 1350
triggerall = !AILevel
triggerall = command = "EX Zanretsuken"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Light 2002 Shikouken]
type = ChangeState
value = 1700
triggerall = !AILevel
triggerall = command = "HaohShikoken1"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1701) <= 0
trigger2 = NumHelper(1701) <= 1
trigger2 = Helper(1701),StateNo = [1603,1604]
[State -1, Medium 2002 Shikouken]
type = ChangeState
value = 1710
triggerall = !AILevel
triggerall = command = "HaohShikoken2"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1711) <= 0
trigger2 = NumHelper(1711) <= 1
trigger2 = Helper(1711),StateNo = [1603,1604]
[State -1, Strong 2002 Shikouken]
type = ChangeState
value = 1720
triggerall = !AILevel
triggerall = command = "HaohShikoken3"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1721) <= 0
trigger2 = NumHelper(1721) <= 1
trigger2 = Helper(1721),StateNo = [1603,1604]
[State -1, Strong Kohou]
type = ChangeState
value = 1120
triggerall = !AILevel
triggerall = Var(51)
triggerall = command = "Kohou3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Medium Kohou]
type = ChangeState
value = 1110
triggerall = !AILevel
triggerall = Var(51)
triggerall = command = "Kohou2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Light Kohou]
type = ChangeState
value = 1100
triggerall = !AILevel
triggerall = Var(51)
triggerall = command = "Kohou"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Strong HienShippuKyaku]
type = ChangeState
value = 1220
triggerall = !AILevel
triggerall = command = "HienShippuKyaku3C" && Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Medium HienShippuKyaku]
type = ChangeState
value = 1210
triggerall = !AILevel
triggerall = command = "HienShippuKyaku2C" && Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Light HienShippuKyaku]
type = ChangeState
value = 1200
triggerall = !AILevel
triggerall = command = "HienShippuKyakuC" && Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Strong HienShippuKyaku]
type = ChangeState
value = 1220
triggerall = !AILevel
triggerall = command = "HienShippuKyaku3" && !Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Medium HienShippuKyaku]
type = ChangeState
value = 1210
triggerall = !AILevel
triggerall = command = "HienShippuKyaku2" && !Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Light HienShippuKyaku]
type = ChangeState
value = 1200
triggerall = !AILevel
triggerall = command = "HienShippuKyaku" && !Var(52)
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Strong MoukoBuraiGan]
type = ChangeState
value = 1420
triggerall = !AILevel
triggerall = command = "MoukoBuraiGan3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Medium MoukoBuraiGan]
type = ChangeState
value = 1410
triggerall = !AILevel
triggerall = command = "MoukoBuraiGan2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Light MoukoBuraiGan]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = command = "MoukoBuraiGan"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Sanchin No Kata]
type = ChangeState
value = 1900
triggerall = !AILevel
triggerall = Var(53)
triggerall = command = "Sanchin"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, 2002 Hien Shippu Kykau]
type = ChangeState
value = 1800
triggerall = !AILevel
triggerall = command = "2002Hien"
triggerall = RoundState = 2 && StateType != A
triggerall = Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, 2002 Medium Hien Shippu Kykau]
type = ChangeState
value = 1810
triggerall = !AILevel
triggerall = command = "2002Hien2"
triggerall = RoundState = 2 && StateType != A
triggerall = Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, 2002 Strong Hien Shippu Kykau]
type = ChangeState
value = 1820
triggerall = !AILevel
triggerall = command = "2002Hien3"
triggerall = RoundState = 2 && StateType != A
triggerall = Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, ShouranKyaku]
type = ChangeState
value = 1500
triggerall = !AILevel
triggerall = command = "ShouranKyaku"
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, All KoohKen]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = command = "KoohKen"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = !Var(53)
trigger1 = NumHelper(1001) <= 0
trigger2 = NumHelper(1001) <= 1
trigger2 = Helper(1001),StateNo = [1015,1016]
[State -1, Light 2002 Koohken]
type = ChangeState
value = 1600
triggerall = !AILevel
triggerall = command = "KoohKen1"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1601) <= 0
trigger2 = NumHelper(1601) <= 1
trigger2 = Helper(1601),StateNo = [1603,1604]
[State -1, Medium 2002 Koohken]
type = ChangeState
value = 1610
triggerall = !AILevel
triggerall = command = "KoohKen2"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1611) <= 0
trigger2 = NumHelper(1611) <= 1
trigger2 = Helper(1611),StateNo = [1603,1604]
[State -1, Strong 2002 Koohken]
type = ChangeState
value = 1620
triggerall = !AILevel
triggerall = command = "KoohKen3"
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5)
triggerall = Var(53)
trigger1 = NumHelper(1621) <= 0
trigger2 = NumHelper(1621) <= 1
trigger2 = Helper(1621),StateNo = [1603,1604]
[State -1, Strong Zanretsuken]
type = ChangeState
value = 1320
triggerall = !AILevel
triggerall = command = "Zanretsuken3"
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Medium Zanretsuken]
type = ChangeState
value = 1310
triggerall = !AILevel
triggerall = command = "Zanretsuken2"
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Light Zanretsuken]
type = ChangeState
value = 1300
triggerall = !AILevel
triggerall = command = "Zanretsuken"
triggerall = RoundState = 2 && StateType != A
triggerall = !Var(53)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Zero Counter]
type = ChangeState
value = 750
triggerall = !AILevel
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = command = "412p" || command = "412k"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power >= 1000 && !var(20)
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AILevel
trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp"||command = "kk")
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = !AILevel
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd"
[State -1, Roll Back]
type = ChangeState
value = 715
triggerall = !AILevel
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback"
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = !AILevel
trigger1 = command = "hold_b" && command = "hold_y"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])
[State -1, MAX Mode]
type = ChangeState
value = 770
triggerall = !AILevel
triggerall = command = "c+z"
triggerall = RoundState = 2 && StateType != A
triggerall = var(20) <= 0 && Power >= 1000
trigger1 = ctrl || (Stateno = [100,101])
[State -1, Dodge]
type = ChangeState
value = 700
triggerall = !AILevel
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101]))
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;--------------------------------------------------------------------------
[State -1, Kawara Wari]
type = ChangeState
value = 310
triggerall = !AILevel
triggerall = command = "fwd_c"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Oniguruma]
type = ChangeState
value = 300
triggerall = !AILevel
triggerall = !Var(53)
triggerall = command = "fwd_z"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Kawara Wari (Combo)]
type = ChangeState
value = 311
triggerall = !AILevel
triggerall = command = "fwd_c"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (StateNo = 205 || StateNo = 210 || StateNo = 225 || StateNo = 235 ) && MoveContact
trigger3 = (StateNo = 400 || StateNo = 410 || StateNo = 420 || StateNo = 430 ) && MoveContact
trigger4 = (StateNo = 440 || StateNo = 240) && MoveContact
[State -1, Oniguruma (Combo)]
type = ChangeState
value = 301
triggerall = !AILevel
triggerall = !Var(53)
triggerall = command = "fwd_z"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (StateNo = 205 || StateNo = 210 || StateNo = 225 || StateNo = 235 ) && MoveContact
trigger3 = (StateNo = 400 || StateNo = 410 || StateNo = 420 || StateNo = 430 ) && MoveContact
trigger4 = (StateNo = 440 || StateNo = 240) && MoveContact
[State -1, Stand Light Punch]
type = ChangeState
value = 200 + (Abs(P2BodyDist X) <= 18) * 5
triggerall = !AILevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2 = (StateNo = 200 || Stateno = 205 || StateNo = 400 || StateNo = 430) && Time >=5
trigger3 = StateNo = 235 && AnimElemTIme(6) > 0
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand Strong Punch]
type = ChangeState
value = 220 + (Abs(P2BodyDist X) <= 20) * 5
triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand Light Kick]
type = ChangeState
value = 230 + (Abs(P2BodyDist X) <= 20) * 5
triggerall = !AILevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2 = Stateno = 400 && AnimElemTime(3) > 4
trigger3 = StateNo = 205 && AnimElemTIme(5) > 1
[State -1, Stand Medium Kick]
type = ChangeState
value = 240 + (Abs(P2BodyDist X) <= 22) * 5
triggerall = !AILevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
[State -1, Standing Strong Kick]
type = ChangeState
value = 250 + (Abs(P2BodyDist X) <= 20) * 5
triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "x"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "y"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "z"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "a"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "b"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerAll = !AILevel
triggerAll = command = "holddown" && command = "c"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Jump Light Punch]
type = ChangeState
value = 605
triggerall = !AILevel
triggerall = (command = "x") && (Vel X != 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = (command = "x") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = !AILevel
triggerall = (command = "a") && (Vel X != 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = (command = "a") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 655
triggerall = !AILevel
triggerall = (command = "c") && (Vel X != 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = (command = "c") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 197
triggerall = !AILevel
triggerall = command = "fwd_s"
triggerall = StateType != A
triggerall = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = !AILevel
triggerall = command = "s"
triggerall = StateType != A
triggerall = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
;===================================================================================
;--------------------------------- <JADEEYE's A.I> ---------------------------------
;===================================================================================
[State -1]
type = ChangeState
value = 0
triggerall = AILevel >= 5
trigger1 = stateno = 40 && p2dist x < 140
trigger2 = stateno = 21 && p2bodydist x > 165
trigger3 = stateno = 21 && (p2bodydist x = [75,160]) && (enemynear, anim = 20) && (enemynear, time > 150)
ctrl = 1
[State -1]
type = ChangeState
value = 12
triggerall = AILevel >= 5
trigger1 = stateno = 15 && (p2dist x > 160 || time > 150 || (enemynear, alive = 0) || !((facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))))
ctrl = 1
[State -1, Crouch]
type = ChangeState
value = 14
triggerall = AILevel >= 5
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = stateno = 21 && p2bodydist x < 90 && life >= (enemynear, life)
[State -1, Walk]
type = ChangeState
value = 21
triggerall = AILevel >= 5 && numenemy
triggerall = roundstate=2 && statetype=S && !inguarddist && anim!=5
triggerall = !((stateno=[10,12]) || stateno=21 || (stateno=[100,101]) || (stateno=[760,761]))
trigger1 = ctrl && (p2bodydist x=[75,160]) && random<500*(AILevel**2/64.0)
[State -1, Jump]
type=ChangeState
value = 40
triggerall= AILevel >= 5 && numenemy
triggerall= roundstate=2 && statetype!=A && (ctrl || stateno=21)
triggerall= enemynear,p2dist x>=0 || backedgebodydist<=80
trigger1= enemynear,movetype=A && ((enemynear,stateno=[1000,1999]) || (enemynear,stateno=[3000,3999]))
trigger1= p2bodydist x>=120 && (((enemynear,numhelper) && !numhelper(9741)) || (enemynear,numproj))
trigger1= !(enemynear,statetype=A) && random<100*(AILevel**2/64.0)
trigger2= enemynear,statetype=A && (p2bodydist x=[40,60]) && (p2dist y=[-110,-80])
trigger2= enemynear,vel x>=0 && !(enemynear,movetype=A) && random<50*(AILevel**2/64.0)
[State -1, High Jump]
type=ChangeState
value = 41
triggerall = AILevel >= 5 && numenemy && roundstate=2 && statetype!=A
triggerall = (p2dist x = [200,250]) && !inguarddist && p2statetype != A && p2statetype != L
triggerall = random<100*(AILevel**2/64.0) && (stateno != [120,153]) && (stateno != [710,715])
trigger1 = ctrl || stateno = 21
[State -1, Low Jump]
type=ChangeState
value = 42
triggerall = AILevel >= 5 && numenemy && roundstate=2 && statetype!=A && p2movetype != A
triggerall = (p2dist x = [170,190]) && !inguarddist && p2statetype != A && p2statetype != L
triggerall = (stateno != [120,153]) && (stateno != [710,715])
trigger1 = (ctrl || stateno = 21) && random<100*(AILevel**2/64.0)
[State -1, Guarding Remove Var]
type=VarSet
trigger1= AILevel >= 5 && roundstate=2
trigger1= var(28)
var(28)=0
ignorehitpause=1
[State -1, No Guarding Var]
type=VarSet
triggerall= AILevel >= 5 && roundstate=2
trigger1= ((stateno=[760,762]) || (prevstateno=[760,762]))
trigger2= enemynear,hitdefattr=SCA,AT
trigger3= (prevstateno=[700,715])
var(28)=1
ignorehitpause=1
[State -1, No Guarding]
type=AssertSpecial
trigger1= AILevel >= 5 && roundstate=2
trigger1= var(28)
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1
[State -1, Stop Guarding]
type=ChangeState
triggerall= AILevel >= 5 && roundstate=2
triggerall= stateno=[120,130]
trigger1= var(28)
value=140
ignorehitpause=1
[State -1, Enemy Starts To Attack]
type=VarSet
triggerall= AILevel >= 5 && roundstate=2 && var(46)=0
trigger1= enemynear,movetype=A && enemynear,time<=2
var(46)=1
[State -1, Enemy Attacking]
type=VarSet
triggerall= AILevel >= 5 && roundstate=2 && var(46)!=2
trigger1= enemynear,hitdefattr=SCA,AA,AP,AT
trigger2= enemynear,movetype=A && (enemynear,stateno=[3000,4999]) && enemynear,time<=2
var(46)=2
ignorehitpause=1
[State -1, Enemy Attacking Ending]
type=VarSet
triggerall= AILevel >= 5 && roundstate=2 && var(46)=2
trigger1= !(enemynear,ctrl) && !(enemynear,hitdefattr=SCA,AA,AP,AT)
trigger1= ifelse(enemynear,stateno<=3000,1,enemynear,time>=60)
trigger2= abs(enemynear,animtime)<=10
var(46)=3
ignorehitpause=1
[State -1, Enemy Not Attacking At All]
type=VarSet
triggerall= AILevel >= 5 && roundstate=2 && var(46)
trigger1= (enemynear,ctrl)
trigger2= enemynear,stateno<=200
var(46)=0
ignorehitpause=1
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel && NumEnemy && !inguarddist
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || stateno = 21
triggerall = P2BodyDist x >= 160 && Random < (150 * (AILevel ** 2 / 64.0))
trigger1 = numpartner >= 1 && (partner, stateno = [5000,5050])
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel && NumEnemy && !inguarddist
triggerall = RoundState = 2 && StateType != A
triggerall = ctrl || stateno = 21
trigger1 = P2BodyDist x >= 160 && Random < (75 * (AILevel ** 2 / 64.0))
[State -1, Guard]
type = ChangeState
value = 120
triggerall = AILevel >= 5 && numenemy
triggerall = roundstate=2 && inguarddist
triggerall = enemynear,p2dist x>=0 && !(stateno=[120,155]) && !var(26) && !var(28)
trigger1 = (ctrl || stateno=0 || stateno=20 || stateno=21 || stateno=15)
trigger1 = !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<=120)
trigger1 = statetype!=A || enemynear,statetype=A
trigger1 = ifelse(statetype=A,((var(3)!=[1,2]) || stateno=5210),1)
trigger1 = random<((500*(var(46)=[1,2])+ifelse((enemynear,stateno=[200,699]),333,ifelse((enemynear,stateno=[1000,2999]),666,1000))))*(AILevel**2/64.0)
[State -1, Dodge]
type = ChangeState
value = 700
triggerall = AILevel >= 5
triggerall = roundstate = 2 && statetype != A
trigger1 = (ctrl || (StateNo = [100,101]) || stateno=21 || stateno=15) && random < (150 * (AIlevel ** 2 / 64.0))
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [35,60]) && (enemynear, hitdefattr = SCA, NA) && (enemynear, movetype = A)
trigger2 = (ctrl || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno=21 || stateno=15) && random < (75 * (AIlevel ** 2 / 64.0))
trigger2 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger2 = p2statetype = A && (p2bodydist x = [-35,60]) && p2dist y >= -150 && (enemynear, movetype = A) && (enemynear, vel x >= 0) && (enemynear, vel y > 0)
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = AILevel >= 5
triggerall = roundstate = 2 && statetype != A
trigger1 = (ctrl || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H) || stateno = 15) && random < (75 * (AIlevel ** 2 / 64.0))
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [40,80]) && (enemynear, movetype = A) && (enemynear, stateno < 3000)
trigger1 = (enemynear, stateno != [200,205]) && (enemynear, stateno != [210,215]) && (enemynear, stateno != [230,235]) && (enemynear, stateno != [240,245]) && (enemynear, stateno != [400,405]) && (enemynear, stateno != [410,415]) && (enemynear, stateno != [430,435]) && (enemynear, stateno != [440,445])
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = AILevel && prevstateno != 710
triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0))
trigger1 = (ctrl || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21)
trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj))
trigger1 = p2dist x >= 180 && inguarddist
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = AILevel && prevstateno != 710
triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0))
trigger1 = (ctrl || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21)
trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj))
trigger1 = p2dist x < 180 && (enemynear, alive = 0) && inguarddist
[State -1, Roll Back]
type = ChangeState
value = 715
triggerall = AILevel
triggerall = roundstate = 2 && statetype != A && random < (200 * (AIlevel ** 2 / 64.0))
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = (ctrl || stateno = 15 || stateno = 21) && (enemynear, stateno = 5110) && p2bodydist x <= 25 && backedgebodydist >= 120
[State -1, Roll Back]
type = ChangeState
value = 715
triggerall = AILevel
triggerall = roundstate = 2 && statetype != A && prevstateno != 715 && backedgebodydist >= 80
trigger1 = (ctrl || stateno = 15 || stateno = 21) && enemynear, statetype = L && p2bodydist x <= 35 && random < (50 * (AIlevel ** 2 / 64.0))
trigger2 = AILevel >= 5 && (ctrl || stateno = 21) && p2statetype != A && p2statetype != L && (p2bodydist x = [55,80]) && p2movetype = A && random < (100 * (AIlevel ** 2 / 64.0))
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = AILevel
triggerall= roundstate = 2 && statetype != A && !var(20)
triggerall = numenemy
triggerall= random < (100 * (AIlevel ** 2 / 64.0)) && !inguarddist && p2movetype != A && p2dist x >= 160
triggerall = power < powermax
trigger1 = ctrl
[State -1, Zero Counter]
type = ChangeState
value = 750
triggerall = AILevel
trigger1= roundstate = 2 && random < (150 * (AIlevel ** 2 / 64.0)) && statetype != A
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = power >= 1000 && !var(20) && backedgebodydist <= 35
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = p2bodydist x <= 40
[State -1, MAX Mode]
type = ChangeState
value = 770
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = power >= 2000 && p2dist x >= 150 && var(20) <= 0
trigger1 = ctrl || (Stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel && prevstateno != 800
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = S
triggerall = p2statetype != A && p2statetype != L && p2bodydist x <= 30 && p2movetype != H
trigger1 = ctrl
[State -1, AI Standing Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
trigger1 = (ctrl && random < (175 * (AIlevel ** 2 / 64.0))) || ((stateno = [760, 761]) && random < (250 * (AIlevel ** 2 / 64.0)))
trigger1 = var(27) := 1
attr = SA, AA, AP
stateno = 760
slot = 0
time = 8
[State -1, AI Crouching Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
trigger1 = (ctrl && random < (175 * (AIlevel ** 2 / 64.0))) || ((stateno = [760, 761]) && random < (250 * (AIlevel ** 2 / 64.0)))
trigger1 = var(27) := 2
attr = C, AA, AP
stateno = 761
slot = 0
time = 8
[State -1, AI Air Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype = A
trigger1 = (ctrl && random < (200 * (AIlevel ** 2 / 64.0))) || (stateno = 762 && random < (250 * (AIlevel ** 2 / 64.0)))
trigger1 = var(27) := 3
attr = SA, AA, AP
stateno = 762
forceair = 1
slot = 0
time = 7
[State -1, Reset Parry]
type = hitoverride
triggerall = AIlevel
trigger1 = (!ctrl && (stateno != [760, 762]) && stateno != 5120)
trigger2 = movetype != I || (stateno = [100, 106]) || (stateno = [120, 132])
trigger3 = (statetype = S || statetype = C) && var(27) != 1 && var(27) != 2
trigger4 = statetype = A && var(27) != 3
slot = 0
time = 0
[State -1, Haoh Shikoken]
type = ChangeState
value = 3000
triggerall = (AILevel = [1,4]) && !inguarddist && ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = RoundState = 2 && StateType != A && !Var(53) && !var(39) && p2statetype != L
trigger1 = (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) && (P2Dist x = [350,400]) && (P2Dist y = [-100,-60]) && p2movetype != H
trigger2 = (stateno = 225 ||stateno = 245 || stateno = 311 || stateno = 410) && moveguarded && random < (150 * (AIlevel ** 2 / 64.0)) && p2statetype != A && Var(53)
[State -1, Haoh Shikoken]
type = ChangeState
value = 3000
triggerall = AILevel && !inguarddist
triggerall = RoundState = 2 && StateType != A && !Var(53) && !var(39)
trigger1 = (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21) && Random < (150 * (AILevel ** 2 / 64.0))
trigger1 = (P2Dist x = [350,400]) && (P2Dist y = [-100,-60]) && p2statetype = A && (EnemyNear, vel y >= 0)
trigger1 = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger2 = (stateno = [1100,1120]) && movecontact && Random < (250 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,100]) && p2dist y >= -90
trigger2 = ifelse(var(20) <= 0, (power = [1000,2999]), (power = [0,999]))
trigger3 = stateno = 1400 && movehit && time > 17 && Random < (250 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,55]) && p2dist y >= -90 && (p2stateno = [5000,5050])
trigger3 = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger4 = AILevel >= 5 && stateno = 1440 && time > 1 && ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger5 = stateno = 1351 && p2stateno = 1353 && (time = [90,100]) && random < (200 * (AIlevel ** 2 / 64.0)) && ifelse(var(20) <= 0, (power = [1000,1999]), (power = [0,999]))
[State -1, Kishin Geki]
type = ChangeState
value = 3100
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A && ifelse(var(20) <= 0, power >= 1000, power >= 0) && !Var(53)
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,25]) && PrevStateno != 1350 && p2stateno != 40
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
trigger1 = numenemy = 1
trigger2 = numenemy = 2 && ((enemy, alive = 0) || (enemy(numenemy = 2), alive = 0))
[State -1, Kyokugen Kohou]
type = ChangeState
value = 3200
triggerall = RoundState = 2 && StateType != A && Var(51)
triggerall = ifelse(var(20) <= 0, (power = [1000,2999]), (power = [0,999]))
trigger1 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && p2statetype != A && (p2bodydist x = [0,40]) && (enemynear, vel x >= 0) && (enemynear, anim != 11) && p2movetype != H
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = AILevel >= 5 && random < (200 * (AIlevel ** 2 / 64.0)) && p2statetype != A && (p2bodydist x = [0,40]) && (enemynear,movetype = A) && (enemynear,vel x >= 0)
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
[State -1, Ryuko Ranbu]
type = ChangeState
value = 3300
triggerall = AILevel && (p2dist x = [0,155])
triggerall = roundstate = 2 && statetype != A && !inguarddist && ifelse(var(20) <= 0, (power = [1000,1999]), (power = [0,999])) && p2statetype != L
trigger1 = stateno = 440 && movehit && random < (250 * (AIlevel ** 2 / 64.0)) && p2statetype != A && time < 9 && (p2stateno = [5000,5050])
trigger2 = AILevel >= 5 && stateno = 1440 && !movecontact && random < (250 * (AIlevel ** 2 / 64.0))
trigger3 = stateno = 1620 && p2stateno = 1759 && time < 50 && random < (200 * (AIlevel ** 2 / 64.0))
trigger4 = (stateno = 225 ||stateno = 245 || stateno = 311 || stateno = 410) && movehit && random < (250 * (AIlevel ** 2 / 64.0)) && p2statetype != A && Var(53) && (p2stateno = [5000,5050])
[State -1, Ryuko Ranbu Max]
type = ChangeState
value = 3350
triggerall = AILevel
triggerall = roundstate = 2 && statetype != A && !inguarddist && ifelse(var(20) <= 0, power >= 2000, power >= 1000) && p2statetype != L
trigger1 = stateno = 440 && movehit && random < (300 * (AIlevel ** 2 / 64.0)) && (p2dist x = [0,160]) && p2statetype != A && (p2stateno = [5000,5050])
trigger2 = (stateno = [1100,1120]) && movehit && Random < (350 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,100]) && p2dist y >= -90 && (p2stateno = [5000,5050])
trigger3 = stateno = 1400 && movehit && time > 17 && Random < (250 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,55]) && p2dist y >= -90 && (p2stateno = [5000,5050])
trigger4 = AILevel >= 5 && stateno = 1440 && !movecontact && (p2dist x = [0,160]) && random < (250 * (AIlevel ** 2 / 64.0))
trigger5 = stateno = 1620 && p2stateno = 1759 && time < 50 && (p2dist x = [0,160]) && random < (200 * (AIlevel ** 2 / 64.0))
trigger6 = (stateno = 225 ||stateno = 245 || stateno = 311 || stateno = 410) && movehit && random < (350 * (AIlevel ** 2 / 64.0)) && p2statetype != A && Var(53) && (p2dist x = [0,160]) && (p2stateno = [5000,5050])
trigger7 = stateno = 1351 && p2stateno = 1353 && (time = [90,100]) && random < (250 * (AIlevel ** 2 / 64.0))
trigger6 = stateno = 3100 && time > 87 && (p2stateno = [5000,5030]) && random < (350 * (AIlevel ** 2 / 64.0)) && (p2dist x = [0,160])
[State -1, Built Upper]
type = ChangeState
value = 4000
triggerall = RoundState = 2 && StateType != A && !Var(53)
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) && p2statetype != L
trigger1 = AILevel >= 5 && random < (300 * (AIlevel ** 2 / 64.0)) && (p2bodydist x = [0,60]) && (enemynear,movetype = A) && p2statetype != A
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
trigger2 = AILevel && (stateno = [1100,1120]) && movehit && Random < (300 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,100]) && p2dist y >= -90 && (p2stateno = [5000,5050])
trigger3 = AILevel && (stateno = 235 || stateno = 245 || stateno = 410 || stateno = 430 || stateno = 440) && movehit && Random < (350 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,50]) && p2statetype != A && (p2stateno = [5000,5050])
trigger4 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && p2statetype != A && (p2bodydist x = [0,60]) && (enemynear, vel x >= 0) && (enemynear, anim != 11) && p2movetype != H
trigger4 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, Kosatsu Jin]
type = ChangeState
value = 4200
triggerall = Var(53)
triggerall = roundstate = 2 && statetype != A && p2statetype != A && p2statetype != L && ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = AILevel >= 5 && (p2bodydist x = [0,80]) && random < (350 * (AIlevel ** 2 / 64.0)) && p2movetype = A && p2stateno < 1000
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21
trigger2 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && (p2bodydist x = [0,60]) && (enemynear, vel x >= 0) && (enemynear, anim != 11) && p2movetype != H
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, EX KoohKen]
type = ChangeState
value = 1050
triggerall = AILevel >= 5
triggerall = roundstate = 2 && statetype != A && !Var(53) && !inguarddist
triggerall = p2statetype != L && p2statetype != A && (p2dist x = [200,350]) && ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
triggerall = (p2stateno = [1000,2999]) && (enemynear, time < 5) && random < (200 * (AIlevel ** 2 / 64.0))
trigger1 = NumHelper(1651) <= 0
trigger2 = NumHelper(1651) <= 1
trigger2 = Helper(1651),StateNo = [1015,1016]
[State -1, EX KoohKen]
type = ChangeState
value = 1050
triggerall = AILevel >= 5
triggerall = roundstate = 2 && statetype != A && !Var(53) && !inguarddist
triggerall = p2statetype != L && p2statetype != A && (p2dist x = [200,350]) && ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
triggerall = (p2stateno != [120,153]) && random < (125 * (AIlevel ** 2 / 64.0)) && numpartner >= 1 && (partner, alive)
trigger1 = NumHelper(1651) <= 0
trigger2 = NumHelper(1651) <= 1
trigger2 = Helper(1651),StateNo = [1015,1016]
[State -1, EX Zanretsuken]
type = ChangeState
value = 1350
triggerall = !Var(53) && roundstate = 2 && statetype != A && p2statetype = S && (p2bodydist x = [0,35]) && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = AILevel >= 5 && (stateno = 235 || stateno = 245 || stateno = 301 || stateno = 410 || stateno = 430) && movehit && random < (300 * (AIlevel ** 2 / 64.0)) && ifelse(var(20) <= 0, power >= 1500, power >= 1000) && (p2stateno = [5000,5050])
trigger2 = (AILevel = [1,4]) && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])) && random < (150 * (AIlevel ** 2 / 64.0)) && p2movetype != H && ifelse(var(20) <= 0, power >= 500, power >= 0)
[State -1, EX Zanretsuken]
type = ChangeState
value = 1350
triggerall = AILevel && roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A && !Var(53) && ifelse(var(20) <= 0, power >= 1500, power >= 1000)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
trigger1 = p2statetype = A && (p2dist x = [100,160]) && (p2dist y = [-130,-70]) && (enemynear, vel x > 0) && (enemynear, vel y >= 0) && p2movetype != A
trigger2 = (enemynear, stateno = [5035, 5050]) && p2statetype = A && (p2bodydist x = [0, 40]) && (p2dist y = [-50,-15]) && (enemynear, vel y > 0)
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
[State -1, EX ShouranKyaku]
type = ChangeState
value = 1550
triggerall = AILevel >= 5 && !Var(53)
triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0))
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = (enemynear, stateno != [200,599])
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [100,170]) && (enemynear, vel x = 0) && (enemynear, time = [10,15]) && (enemynear, stateno = 1000)
triggerall = !((enemynear, numhelper) && (enemynear, hitdefattr = SCA, NA, SA, HA))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21
[State -1, EX Shikouken]
type = ChangeState
value = 1750
triggerall = AILevel >= 5 && Var(53)
triggerall = roundstate = 2 && statetype != A && !inguarddist && ifelse(var(20) <= 0, power >= 1500, power >= 1000)
triggerall = p2statetype != A && p2statetype != L && (enemynear,const(size.head.pos.y) <= -40)
triggerall = NumHelper(1751) <= 0 || (NumHelper(1751) <= 1 && (Helper(1751),StateNo = [1603,1604]))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
trigger1 = (p2dist x = [45,75]) && random < (50 * (AIlevel ** 2 / 64.0)) && p2movetype != A && (p2stateno != [5000,5050])
trigger2 = (stateno = 225 || stateno = 245 || stateno = 311 || stateno = 410) && moveguarded
trigger2 = (p2dist x = [0,75]) && random < (350 * (AIlevel ** 2 / 64.0))
[State -1, All KoohKen]
type = ChangeState
value = 1000
triggerall = AILevel
triggerall = roundstate = 2 && random < (150 * (AIlevel ** 2 / 64.0)) && statetype != A && !Var(53) && (enemynear, vel y >= 0)
triggerall = p2statetype != L && (p2dist x = [190,300]) && (p2dist y = [-70,20]) && (enemynear,const(size.head.pos.y) <= -40)
triggerall = NumHelper(1001) <= 0 || (NumHelper(1001) <= 1 && (Helper(1001),StateNo = [1015,1016]))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
[State -1, Light Kohou]
type = ChangeState
value = 1100
triggerall = roundstate = 2 && statetype != A && Var(51) && var(20) <= 0 && power < 1000
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,40]) && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = (AILevel = [1,4]) && random < (200 * (AIlevel ** 2 / 64.0)) && (enemynear, vel x >= 0) && (enemynear, anim != 21) && p2movetype != H
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = AILevel >= 5 && ((random < (125 * (AIlevel ** 2 / 64.0)) && statetype = S) || (random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C)) && p2movetype = A
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21
[State -1, Medium Kohou]
type = ChangeState
value = 1110
triggerall = AILevel && Var(51)
triggerall = roundstate = 2 && statetype != A
trigger1 = random < (220 * (AIlevel ** 2 / 64.0)) && (enemynear, vel x >= 0) && (p2bodydist x = [5,35]) && (p2dist y = [-60,-40]) && p2statetype = A && p2movetype != H
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
trigger2 = (enemynear, stateno = [5035, 5050]) && p2statetype = A && (p2bodydist x = [0, 40]) && (p2dist y = [-50,-15]) && (enemynear, vel y > 0)
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
[State -1, Strong Kohou]
type = ChangeState
value = 1120
triggerall = roundstate = 2 && statetype != A && Var(51) && ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,40]) && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = (AILevel = [1,4]) && random < (200 * (AIlevel ** 2 / 64.0)) && (enemynear, vel x >= 0) && (enemynear, anim != 21) && p2movetype != H
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = AILevel >= 5 && ((random < (125 * (AIlevel ** 2 / 64.0)) && statetype = S) || (random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C)) && p2movetype = A
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21
[State -1, Medium HienShippuKyaku]
type = ChangeState
value = 1210
triggerall = AILevel
triggerall = roundstate = 2 && statetype != A && Var(52) && !Var(53) && !inguarddist
triggerall = p2statetype != A && p2statetype != L && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger1 = AILevel >= 5 && random < (50 * (AIlevel ** 2 / 64.0)) && (p2dist x = [140,160]) && (p2stateno != [150,153])
trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && (p2dist x = [140,160]) && (p2stateno != [150,153])
trigger3 = (stateno = 225 || stateno = 245 || stateno = 301 || stateno = 311 || stateno = 410) && movehit && random < (250 * (AIlevel ** 2 / 64.0)) && (p2dist x = [0,160]) && (p2stateno = [5000,5050])
[State -1, Light Zanretsuken]
type = ChangeState
value = 1300
triggerall = roundstate = 2 && random < (150 * (AIlevel ** 2 / 64.0)) && statetype != A && !Var(53)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
trigger1 = AILevel && p2statetype = A && (p2dist x = [100,160]) && (p2dist y = [-130,-70]) && (enemynear, vel x > 0) && (enemynear, vel y >= 0) && p2movetype != A
trigger2 = (AILevel = [1,4]) && p2statetype = S && (enemynear,const(size.head.pos.y) <= -40) && (p2bodydist x = [50,60])
[State -1, Light MoukoBuraiGan]
type = ChangeState
value = 1400
triggerall = (AILevel = [1,4])
triggerall = roundstate = 2 && p2statetype = S
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger1 = (p2bodydist x = [35,45]) && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
[State -1, Light MoukoBuraiGan]
type = ChangeState
value = 1400
triggerall = AILevel >= 5
triggerall = roundstate = 2 && p2statetype = S
triggerall = p2stateno < 1000 && p2stateno != 230 && p2movetype = A
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21
trigger1 = (p2bodydist x = [35,45]) && random < (100 * (AIlevel ** 2 / 64.0)) && statetype = S
trigger2 = (p2bodydist x = [35,45]) && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C
[State -1, Light MoukoBuraiGan]
type = ChangeState
value = 1430
triggerall = AILevel >= 5
triggerall = roundstate = 2 && p2statetype = S
triggerall = p2stateno < 1000 && p2stateno != 230 && p2movetype = A
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21
trigger1 = (p2bodydist x = [46,80]) && ifelse(var(20) <= 0, power >= 1000, power >= 0) && random < (100 * (AIlevel ** 2 / 64.0)) && statetype = S
trigger2 = (p2bodydist x = [46,80]) && ifelse(var(20) <= 0, power >= 1000, power >= 0) && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C
[State -1, ShouranKyaku]
type = ChangeState
value = 1500
triggerall = !Var(53)
triggerall = roundstate = 2 && statetype != A
triggerall = (enemynear, movetype != H) && (enemynear, movetype != A) && !inguarddist
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [100,130])
triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21
trigger1 = AILevel >= 5 && random < (40 * (AIlevel ** 2 / 64.0))
trigger2 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0))
[State -1, Strong 2002 Shikouken]
type = ChangeState
value = 1620
triggerall = AILevel && Var(53)
triggerall = roundstate = 2 && random < (50 * (AIlevel ** 2 / 64.0)) && statetype != A && !inguarddist && ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,155]) && (enemynear,const(size.head.pos.y) <= -40) && p2movetype != A && (p2stateno != [5000,5050])
triggerall = NumHelper(1621) <= 0 || (NumHelper(1621) <= 1 && (Helper(1621),StateNo = [1603,1604]))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21
[State -1, 2002 Hien Shippu Kykau]
type = ChangeState
value = 1800
triggerall = AILevel
triggerall = roundstate = 2 && random < (75 * (AIlevel ** 2 / 64.0)) && statetype != A && Var(53)
triggerall = p2statetype = S && (p2bodydist x = [30,40]) && (enemynear,const(size.head.pos.y) <= -40) && p2movetype != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21
[State -1, Sanchin No Kata]
type = ChangeState
value = 1900
triggerall = AILevel && Var(53)
triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0))
trigger1 = (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21)
trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj))
trigger1 = p2dist x >= 180 && inguarddist
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype = S && (p2bodydist x = [40,55]) && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = ctrl || (stateno = [100,101]) || stateno = 21
[State -1, Stand Strong Punch (Dodge)]
type = ChangeState
value = 221
triggerall = AILevel >= 5
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [51,55])
trigger1 = stateno = 700 && time > 18
[State -1, Stand Strong Punch Close]
type = ChangeState
value = 225
triggerall = AILevel
triggerall = random < (200 * (AIlevel ** 2 / 64.0))
triggerall = roundstate = 2 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,10])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 21
[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = AILevel
triggerall = roundstate = 2 && random < (210 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,20])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 21
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = AILevel && roundstate = 2 && statetype != A
triggerall = ctrl || (stateno = [100,101]) || stateno = 21
trigger1 = (enemynear, vel x >= 0) && (enemynear, vel y > 0) && (enemynear,stateno != [5030,5050])
trigger1 = p2statetype = A && (p2bodydist x = [28,40]) && p2dist y >= -90 && random < (200 * (AIlevel ** 2 / 64.0))
trigger2 = (p2bodydist x = [40,50]) && p2statetype = S && (enemynear,const(size.head.pos.y) <= -40) && random < (125 * (AIlevel ** 2 / 64.0))
[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = AILevel
triggerall = roundstate = 2 && random < (220 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [10,22])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 21
[State -1, Stand Medium Kick Close (Dodge)]
type = ChangeState
value = 245
triggerall = AILevel >= 5
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,50])
trigger1 = stateno = 700 && time > 18
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [40,55]) && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = ctrl || (stateno = [100,101]) || stateno = 21
[State -1, Oniguruma (Combo)]
type = ChangeState
value = 301
triggerall = AILevel && !Var(53)
triggerall = roundstate = 2 && statetype != A && random < (300 * (AIlevel ** 2 / 64.0))
triggerall = p2statetype = S && (p2bodydist x = [0,40]) && (enemynear,const(size.head.pos.y) <= -40)
trigger1 = (stateno = 225 || stateno = 235 || stateno = 410 || stateno = 430) && movehit && random < (300 * (AIlevel ** 2 / 64.0)) && (p2stateno = [5000,5050])
[State -1, Kawara Wari]
type = ChangeState
value = 310
triggerall = AILevel >= 5
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype = C && (p2bodydist x = [0,30])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 21
[State -1, Kawara Wari (Combo)]
type = ChangeState
value = 311
triggerall = AILevel
triggerall = roundstate = 2 && random < (250 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,30])
trigger1 = (stateno = 235 || stateno = 430) && movecontact
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,49])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = AILevel
triggerall = roundstate = 2 && statetype != A && random < (200 * (AIlevel ** 2 / 64.0))
triggerall = (enemynear, vel x >= 0) && (enemynear, vel y >= 0) && (p2bodydist x = [0,10]) && p2dist y >= -120 && p2statetype = A
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = AILevel
triggerall = roundstate = 2 && statetype != A && random < (200 * (AIlevel ** 2 / 64.0))
triggerall = (enemynear, vel x > 0) && (enemynear, vel y = 0) && (p2bodydist x = [0,20]) && p2dist y >= -40 && p2statetype = A && (enemynear, vel x > 5)
trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel
triggerall = random < (220 * (AIlevel ** 2 / 64.0))
triggerall = roundstate = 2 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,30])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = AILevel
triggerall = roundstate = 2 && ifelse(life > lifemax * 0.5,random < (200 * (AIlevel ** 2 / 64.0)),random < (50 * (AIlevel ** 2 / 64.0))) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [40,85])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = AILevel
triggerall = roundstate = 2 && random < (210 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [36,45])
trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A
triggerall = p2statetype = A && (p2bodydist x = [-1,45]) && (p2dist y = [-80,-31])
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A
triggerall = p2statetype = A && (p2bodydist x = [-1,45]) && (p2dist y = [-30,20])
trigger1 = ctrl
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A && vel y > 0
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,55]) && (p2dist y = [-30,100])
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A && Vel X = 0 && vel y > 0
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,50]) && (p2dist y = [-30,90])
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 655
triggerall = AILevel && Roundstate = 2 && numenemy && statetype = A && p2statetype != L && random < (200 * (AIlevel ** 2 / 64.0)) && (p2bodydist x = [0,60]) && (p2dist y = [-30,80]) && Vel X != 0
trigger1 = ctrl && (stateno = 50 && anim = 52)
[State -1, Jump Strong Kick]
type = ChangeState
value = 655
triggerall = AILevel
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A && Vel X != 0 && vel y > 0
triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,55]) && (p2dist y = [-30,90])
trigger1 = ctrl