[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 8100, 0

[State -3, pain Sound1]
type = PlaySnd
triggerall = Time = 4
trigger1 = anim = 5000
trigger2 = anim = 5002
trigger3 = anim = 5005
trigger4 = anim = 5007
trigger5 = anim = 5001
trigger6 = anim = 5051
value = 14, 0
channel = 0

[State -3, pain Sound2]
type = PlaySnd
triggerall = Time = 4
trigger1 = anim = 5010
trigger2 = anim = 5012
trigger3 = anim = 5015
trigger4 = anim = 5017
trigger5 = anim = 5021
trigger6 = anim = 5100
trigger7 = anim = 5011
value = 15, 0
channel = 0

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

[State -3]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

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

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

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

[state -1]
type = AssertSpecial
trigger1 = var(59) > 0
trigger2 = Pos Y != 0
flag = NoWalk

[State -1, Disable the MUGEN A.I.'s default block/guard]
type = Assertspecial
triggerall = !IsHelper
triggerall = RoundState = 2
triggerall = Alive
triggerall = Var(59) > 0
trigger1 = StateNo != [120,155]
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard

[State -3]
type=Varadd
trigger1=stateno = 45
var(51) = 1

[State -3]
type=Varset
trigger1=statetype != A
var(51) = 0

[State -1, ??]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,Ctrl = 0
TriggerAll = EnemyNear,NumProj = 0
TriggerAll = P2BodyDist X > 20
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear,Facing
Trigger2 = EnemyNear,Time >= 50
Trigger2 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,Anim = 5300

[State -1, ??]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 19
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
Trigger1 = 1

[State -1, ??]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
TriggerAll = (Random + GameTime) % 3 = 0
Trigger1 = Time % 10 = Time > 0

[State -1, ??]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear,StateNo = 5040
Trigger2 = EnemyNear,StateNo = 5210

[State -1, ??]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType = L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
Trigger1 = P2BodyDist X <= 80

[State -1, ??]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = EnemyNear,PrevStateNo != [120,159]
Trigger1 = P2BodyDist X <= 40

;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -77
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,77+14*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,60+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -68
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+13*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = random < var(50)*1.1
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,74+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -50
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -39
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -49
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,76+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick2]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-34,-24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,61]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,68+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-54,70]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [11,55+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-61,58]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-68,85]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,39+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-41,72]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick2]
type = ChangeState
value = 650
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-29,65]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-5,51+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,27]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -70
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -99
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -70
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 8*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [16,42+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 10*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [21,49+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;1

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 11*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [23,51+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;2

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 12*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [25,53+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;3

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -93
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [27,55+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;4

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 14*enemynear,vel y >= -97
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [29,57+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;5

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 15*enemynear,vel y >= -101
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [31,59+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;6

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 16*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [33,61+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;7

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 17*enemynear,vel y >= -107
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [35,63+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;8

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 18*enemynear,vel y >= -109
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [37,65+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;9

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 19*enemynear,vel y >= -111
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [39,67+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;10

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 20*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-20
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [41,69+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;11

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -114
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [43,71+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;12

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1051) || (stateno = 1061)
value = 1055

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 8*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [23,49+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 10*enemynear,vel y >= -85
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [29,56+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;1

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 11*enemynear,vel y >= -91
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [31,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;2

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 12*enemynear,vel y >= -97
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [34,61+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;3

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -103
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [36,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;4

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 14*enemynear,vel y >= -108
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [39,66+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -68
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;5

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 15*enemynear,vel y >= -113
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [41,69+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;6

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 16*enemynear,vel y >= -117
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [44,71+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -77
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;7

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 17*enemynear,vel y >= -121
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [46,74+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -81
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;8

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 18*enemynear,vel y >= -125
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [49,76+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -85
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;9

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 19*enemynear,vel y >= -128
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [51,79+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;10

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 20*enemynear,vel y >= -130
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-20
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [54,81+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -90
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;11

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -132
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [56,84+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;12

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -64
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [23,49+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [29,56+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;1

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -93
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [31,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;2

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -100
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [34,61+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;3

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -107
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [36,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -66
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;4

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [39,66+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -72
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;5

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -117
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [41,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -77
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;6

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -121
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [44,71+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -81
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;7

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -124
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [46,74+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -84
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;8

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -127
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [49,76+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -87
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;9

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 19*enemynear,vel y >= -129
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [51,79+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;10

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 20*enemynear,vel y >= -130
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-20
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [54,81+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -90
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;11

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -131
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [56,84+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;12

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1071)
value = 1075

[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 11*enemynear,vel y >= -135
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 11*enemynear,vel y >= -135
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -135
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 23*enemynear,vel y >= -52
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-23
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,84+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 16*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [78,157+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,288+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, High Kung Fu Blocking High]
type = ChangeState
value = 1300
triggerall = p2statetype != A || p2bodydist y = [-96,1]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,19]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype != A
trigger2 = stateno = 1310 || stateno = 1330
trigger2 = time > 0

[State -1, High Kung Fu Blocking Low]
type = ChangeState
value = 1320
triggerall = p2statetype != A || p2bodydist y = [-80,0]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,12]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype != A
trigger2 = stateno = 1310 || stateno = 1330
trigger2 = time > 0

[State -1, High Kung Fu Blocking Low]
type = ChangeState
value = 1340
triggerall = p2bodydist y = [-94,69]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,13]
trigger1 = ctrl || (stateno = [18,19])
triggerall = random < var(50)*1.1
trigger1 = statetype = A
trigger2 = stateno = 1350
trigger2 = time > 0

[State -1, Light Kung Fu Zankou]
type = ChangeState
value = 1400
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -98
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Zankou]
type = ChangeState
value = 1410
triggerall = p2bodydist y + 13*enemynear,vel y >= -108
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,92+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Far Kung Fu Zankou]
type = ChangeState
value = 1420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -108
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,98+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 33*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-33
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,181]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 

[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -69
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
triggerall = random < var(50)*1.1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 


[State -1, CYBORG]
type = ChangeState
value = 3200
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -107
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,383]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3200,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 

[State -1, Bliss]
type = ChangeState
value = 3600
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(51) != 1
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-43
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,175]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = Statetype != A || Statetype != A
trigger1 = ctrl || (stateno = [18,19])

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

[state -1 ,back]
type = changestate
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
value = 105

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19]) || (stateno = [18,19])

;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -77
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -87
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [0,77+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,60+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,42+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -68
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,66+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,74+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -50
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -39
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,46+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -49
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,76+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick2]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -87
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [-34,-24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,61]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,68+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-54,70]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [11,55+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-61,58]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-68,85]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,39+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-41,72]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick2]
type = ChangeState
value = 650
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-29,65]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [-5,51+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,27]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -70
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -99
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -70
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 8*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [16,42+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 10*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [21,49+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;1

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 11*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [23,51+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;2

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 12*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [25,53+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;3

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -93
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [27,55+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;4

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 14*enemynear,vel y >= -97
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [29,57+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;5

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 15*enemynear,vel y >= -101
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [31,59+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;6

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 16*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [33,61+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;7

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 17*enemynear,vel y >= -107
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [35,63+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;8

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 18*enemynear,vel y >= -109
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [37,65+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;9

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 19*enemynear,vel y >= -111
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [39,67+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;10

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 20*enemynear,vel y >= -113
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [41,69+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;11

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -114
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [43,71+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;12

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1051) || (stateno = 1061)
value = 1055

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1071)
value = 1075

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 8*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [23,49+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 10*enemynear,vel y >= -85
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [29,56+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;1

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 11*enemynear,vel y >= -91
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [31,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;2

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 12*enemynear,vel y >= -97
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [34,61+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;3

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -103
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [36,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;4

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 14*enemynear,vel y >= -108
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [39,66+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -68
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;5

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 15*enemynear,vel y >= -113
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [41,59+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;6

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 16*enemynear,vel y >= -117
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [44,71+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -77
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;7

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 17*enemynear,vel y >= -121
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [46,74+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -81
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;8

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 18*enemynear,vel y >= -125
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [49,76+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -85
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;9

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 19*enemynear,vel y >= -128
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [51,79+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;10

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 20*enemynear,vel y >= -130
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [54,81+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -90
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;11

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -132
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [56,84+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;12

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -64
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [23,49+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [29,56+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;1

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -93
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [31,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;2

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -100
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [34,61+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;3

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -107
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [36,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -66
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;4

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [39,66+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -72
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;5

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -117
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [41,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -77
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;6

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -121
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [44,71+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -81
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;7

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -124
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [46,74+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -84
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;8

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -127
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -19
triggerall = p2bodydist x = [49,76+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -87
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;9

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 19*enemynear,vel y >= -129
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [51,79+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;10

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 20*enemynear,vel y >= -130
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -20
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -21
triggerall = p2bodydist x = [54,81+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -90
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;11

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -131
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -22
triggerall = p2bodydist x = [56,84+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;12


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 11*enemynear,vel y >= -135
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 11*enemynear,vel y >= -135
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -135
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 23*enemynear,vel y >= -52
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -23
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -24
triggerall = p2bodydist x = [0,84+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 16*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x = [78,157+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,288+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, High Kung Fu Blocking High]
type = ChangeState
value = 1300
triggerall = p2statetype != A || p2bodydist y = [-96,1]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < 0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,19]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype != A
trigger2 = stateno = 1310 || stateno = 1330
trigger2 = time > 0

[State -1, High Kung Fu Blocking Low]
type = ChangeState
value = 1320
triggerall = p2statetype != A || p2bodydist y = [-80,0]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < 0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,12]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype != A
trigger2 = stateno = 1310 || stateno = 1330
trigger2 = time > 0

[State -1, High Kung Fu Blocking Low]
type = ChangeState
value = 1340
triggerall = p2bodydist y = [-94,69]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < 0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,13]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype = A
trigger2 = stateno = 1350
trigger2 = time > 0


[State -1, Light Kung Fu Zankou]
type = ChangeState
value = 1400
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -98
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Zankou]
type = ChangeState
value = 1410
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -108
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,92+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Far Kung Fu Zankou]
type = ChangeState
value = 1420
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -108
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,98+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 33*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -33
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -34
triggerall = p2bodydist x = [0,181]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 

[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -69
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
triggerall = random < var(50)*1.1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 


[State -1, CYBORG]
type = ChangeState
value = 3200
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -107
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [0,383]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3200,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 

[State -1, Bliss]
type = ChangeState
value = 3600
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(51) != 1
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -43
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -44
triggerall = p2bodydist x = [0,175]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = Statetype != A || Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[state -1 ,back]
type = changestate
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
value = 105

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19]) || (stateno = [18,19])

;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-89,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-77,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,77+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-62,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,60+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-106,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,42+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-68,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,66+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,74+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-50,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-39,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,46+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-49,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,76+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick2]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [-34,-24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,61]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,68+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-54,70]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [11,55+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-61,58]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-68,85]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,39+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-41,72]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick2]
type = ChangeState
value = 650
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-29,65]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [-5,51+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-69,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-99,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-177,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [16,42+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [21,49+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;1

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [23,51+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;2

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [25,53+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;3

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-93,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [27,55+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;4

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-97,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [29,57+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;5

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-101,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [31,59+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;6

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [33,61+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;7

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-107,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [35,63+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;8

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-109,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [37,65+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -69
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;9

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-111,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [39,67+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;10

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-113,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=21)*49)*var(59)
triggerall = p2bodydist x = [41,69+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;11

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-114,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [43,71+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;12

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1051) || (stateno = 1061)
value = 1055

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1071)
value = 1075

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-114,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [23,49+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-85,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [29,56+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;1

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-91,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [31,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;2

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-97,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [34,61+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;3

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-103,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [36,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;4

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-108,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [39,66+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -68
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;5

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-113,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [41,59+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;6

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-117,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [44,71+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -77
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;7

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-121,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [46,74+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -81
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;8

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-125,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [49,76+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -85
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;9

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-128,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [51,79+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -88
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;10

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-130,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=21)*49)*var(59)
triggerall = p2bodydist x = [54,81+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -90
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;11

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-132,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [56,84+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -92
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;12

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-64,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [23,49+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [29,56+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;1

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-93,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [31,59+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;2

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-100,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [34,61+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;3

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-107,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [36,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -66
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;4

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [39,66+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -72
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;5

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-117,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [41,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -77
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;6

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-121,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [44,71+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -81
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;7

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-124,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [46,74+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -84
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;8

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-127,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [49,76+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -87
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;9

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-129,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [51,79+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -89
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;10

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 20*enemynear,vel y + enemynear,gethitvar(yaccel)*20*21*0.5 = [-130,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 20
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=21)*49)*var(59)
triggerall = p2bodydist x = [54,81+20*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -90
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;11

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-131,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [56,84+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) ;12


[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-135,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-135,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -73
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-135,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2statetype != A || p2bodydist y + 23*enemynear,vel y + enemynear,gethitvar(yaccel)*23*24*0.5 = [-52,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 23
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=24)*49)*var(59)
triggerall = p2bodydist x = [0,84+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [78,157+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,288+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Light Kung Fu Zankou]
type = ChangeState
value = 1400
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-98,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Zankou]
type = ChangeState
value = 1410
triggerall = p2stateno != [120,159]
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-108,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,92+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Far Kung Fu Zankou]
type = ChangeState
value = 1420
triggerall = p2stateno != [120,159]
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-108,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,98+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = var(1) 


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 33*enemynear,vel y + enemynear,gethitvar(yaccel)*33*34*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 33
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=34)*49)*var(59)
triggerall = p2bodydist x = [0,181]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 

[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-69,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
triggerall = random < var(50)*1.1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 


[State -1, CYBORG]
type = ChangeState
value = 3200
triggerall = p2stateno != [120,159]
triggerall = (stateno != [3000,3600])
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-107,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,383]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = random < var(50)*1.1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3200,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 

;Throw
[State -1, Bliss]
type = ChangeState
value = 3600
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(51) != 1
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 2*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,175]
triggerall = random < var(50)*1.1
triggerall = power >= 330
trigger1 = Statetype != A || Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,27]
triggerall = random < var(50)*1.1
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 5
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H

[state -1 ,back]
type = changestate
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
value = 105

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19]) || (stateno = [18,19])

;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -89
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -77
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -57
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -87
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,77+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,60+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -106
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,42+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -68
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,66+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -83
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,55+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -64
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)|| p2statetype = A && random <= 52*var(59)
triggerall = p2bodydist x = [0,74+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -50
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 27*var(59)
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -39
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)|| p2statetype = A && random <= 45*var(59)
triggerall = p2bodydist x = [0,46+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -49
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)|| p2statetype = A && random <= 35*var(59)
triggerall = p2bodydist x = [0,76+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick2]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -87
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 27*var(59)
triggerall = p2bodydist x = [-34,-24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,61]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,68+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-54,70]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [11,55+8*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-61,58]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2bodydist x = [0,37+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-68,85]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 28*var(59)
triggerall = p2bodydist x = [0,39+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-41,72]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,52+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Kick2]
type = ChangeState
value = 650
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-29,65]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [-5,51+4*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -70
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 21*enemynear,vel y >= -99
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x >= 50
triggerall = !numhelper(33000) || helper(33000),var(16) <= -91
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1051) || (stateno = 1061)
value = 1055

[State 1061, 2]
type = ChangeState
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y - 3*(vel y - enemynear,vel y) = [-91,60]
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [6,57+3*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Vel y < -1
trigger1 = (stateno = 1071)
value = 1075

[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 11*enemynear,vel y >= -135
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 11*enemynear,vel y >= -135
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [13,43+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 23*enemynear,vel y >= -52
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [0,84+23*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 16*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [78,157+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Light Kung Fu Zankou]
type = ChangeState
value = 1400
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -98
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,64+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 


[State -1, Strong Kung Fu Zankou]
type = ChangeState
value = 1410
triggerall = p2stateno != [120,159]
triggerall = p2bodydist y + 13*enemynear,vel y >= -108
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,92+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

;Move and other
[State -1, Jump]
type = ChangeState
value = 41
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = H || p2bodydist x > 120 || random%5=0 && p2bodydist x = [40,100]
triggerall = p2statetype != L || p2bodydist x > 100 || p2stateno = 5120 && enemynear,animtime = [-41,-30]
triggerall = p2movetype != H || p2statetype = A || p2stateno = [120,159]
triggerall = (!inguarddist || !ctrl) && random <= (20+40*(p2movetype = H))*var(59)
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19]) || (stateno = [18,19])
trigger1 = statetype = S

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-80,80]
TriggerAll = EnemyNear,Time + EnemyNear,AnimTime < 0
TriggerAll = !EnemyNear,HitDefAttr = SC, NT
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = StateNo = 50 && Time >= 8
Trigger2 = StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155 || StateNo = 5210

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = StateNo = 50
TriggerAll = Time = 34
triggerall = p2bodydist x <= 0 || random%2 = 0
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateNo = 5110
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -20

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = MoveType != H

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y <= -10
Trigger1 = Vel Y >= -1
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist Y <= -10
Trigger2 = Vel Y >= -1
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist Y <= 35
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist Y <= 35

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType = A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
trigger1 = enemynear,gethitvar(fall.recover) = 1 || p2bodydist y > 0

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType = A
triggerall = enemynear,gethitvar(fall.recover) = 1 || p2bodydist y > 0
Triggerall = MoveType != H
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = StateNo = [600,650]
Trigger1 = movehit

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateType != L
Trigger1 = StateNo = 50 && Time >= 8
Trigger1 = MoveType != H
Trigger2 = P2StateType != L
Trigger2 = StateNo = 110 || StateNo = 115 || StateNo = 5210
Trigger2 = Ctrl || MoveType != H
Trigger3 = P2StateType != L
Trigger3 = StateNo = 1350
Trigger3 = Ctrl
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist X = [-30,-20]
Trigger4 = P2BodyDist Y = [10,30]
Trigger4 = Ctrl || MoveType != H

[state -1 ,back]
type = changestate
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
value = 105

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19]) || (stateno = [18,19])