[Statedef -3]

[State -3, Explod]
type = Explod
trigger1 = anim = 5300 && time = 1
anim = 5301
id = 5301
pos = 0,-60
postype = p1
removetime = 999
scale = 1.1,1.1
sprpriority = 4
bindtime = 999

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = anim !=5300
id = 5301

[State -3, PlaySnd]
type = PlaySnd
trigger1 = anim = 5300 && time = 1
value = S5301,0
channel = 20

[State -3, StopSnd]
type = StopSnd
trigger1 = anim != 5300
channel = 20


[State -3,]
type = Makedust
triggerall = stateno = 100
trigger1 =  animelem = 1 || animelem = 2 || animelem = 3 || animelem = 4
trigger2 =  animelem = 5 || animelem = 6 || animelem = 7 || animelem = 8
value = 0,0

[State -3, StopSnd]
type = StopSnd
trigger1 = stateno = 0
channel = 1
;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 = 40, 0

[State -3, 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,0
channel = 0
ignorehitpause = 1
volume = 255

 [State -3, running Sound]
type = PlaySnd
triggerall = stateno = 100
trigger1 =  animelem = 1
trigger2 =  animelem = 4
trigger3 =  animelem = 8
value = s40, 0


[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
trigger30 = command = "AI29"
trigger31 = command = "AI30"
trigger32 = command = "AI31"
trigger33 = command = "AI32"
trigger34 = command = "AI33"
trigger35 = command = "AI34"
trigger36 = command = "AI35"
trigger37 = command = "AI36"
trigger38 = command = "AI37"
trigger39 = command = "AI38"
trigger40 = command = "AI39"
trigger41 = command = "AI40"
trigger42 = command = "AI41"
trigger43 = command = "AI42"
trigger44 = command = "AI43"
trigger45 = command = "AI44"
trigger46 = command = "AI45"
trigger47 = command = "AI46"
trigger48 = command = "AI47"
trigger49 = command = "AI48"
trigger50 = command = "AI49"
trigger51 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[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


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -32
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,32+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 600 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,9+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && time >5
trigger2 = movecontact


[State -1, Standing Strong Bite]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -55
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+11*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact
trigger3 = stateno = 200 && movecontact && time >6

[State -1, Standing Strong Bite]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -24
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && movecontact && time >6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,35+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -47
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,51+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && time>6
trigger2 = movecontact


[State -1, Crouching Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -20
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 230 && movecontact && time >6

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -17
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,47+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time>8
trigger2 = movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,24]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640
trigger2 = movecontact


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-43,49]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640
trigger2 = movecontact


[State -1, Jump  Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-25,57]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,20+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-21,48]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,33+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact

[State -1, Spin & 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 = [0,9]
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, Eat]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
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 = [0,15]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Eat]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
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 = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Tornado Piledriver]
type = ChangeState
value = 1300
triggerall = var(59) > 0 && roundstate = 2
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 = [0,13]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, EX Tornado Piledriver]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 500
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 = [0,13]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Tornado Piledriver]
type = ChangeState
value = 1360
triggerall = var(59) > 0 && roundstate = 2
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 = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Taz Whirlwind]
type = ChangeState
value = 3500
triggerall = var(59) > 0 && roundstate = 2
triggerall = stateno !=3500
triggerall = p2bodydist y + 15*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,54+15*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2000,3500)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 440
trigger3 = movecontact
trigger4 = p2bodydist x >= 100
trigger4 = p2statetype = A

[State -1, Taz Dark bite plus Monster Truck]
type = ChangeState
value = 8400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 22*enemynear,vel y >= -60
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-22
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,18+22*(vel x+enemynear,vel x)]
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2000,3500)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 440
trigger3 = movecontact
trigger4 = p2bodydist x >= 100
trigger4 = p2statetype = A


;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]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -32
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 = [0,32+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 600 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -25
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 = [0,9+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && time >5
trigger2 = movecontact


[State -1, Standing Strong Bite]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -55
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 = [0,21+11*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact
trigger3 = stateno = 200 && movecontact && time >6

[State -1, Standing Strong Bite]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -24
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,26+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && movecontact && time >6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -22
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 = [0,35+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -47
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 = [12,51+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && time>6
trigger2 = movecontact


[State -1, Crouching Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -20
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 = [0,26+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 230 && movecontact && time >6

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -17
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 = [12,47+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time>8
trigger2 = movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,24]
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 = [0,38+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640
trigger2 = movecontact


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-43,49]
triggerall = p2movetype = A || p2movetype = I
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 = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640
trigger2 = movecontact


[State -1, Jump  Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-25,57]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,20+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-21,48]
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 = [0,33+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact

[State -1, Spin & 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 = [0,9]
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, Eat]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,15]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Eat]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Tornado Piledriver]
type = ChangeState
value = 1300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,13]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, EX Tornado Piledriver]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 500
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,13]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Tornado Piledriver]
type = ChangeState
value = 1360
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Taz Whirlwind]
type = ChangeState
value = 3500
triggerall = var(59) > 0 && roundstate = 2
triggerall = stateno !=3500
triggerall = p2bodydist y + 15*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,54+15*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2000,3500)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 440
trigger3 = movecontact
trigger4 = p2bodydist x >= 100
trigger4 = p2statetype = A

[State -1, Taz Dark bite plus Monster Truck]
type = ChangeState
value = 8400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 22*enemynear,vel y >= -60
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -22
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 = -23
triggerall = p2bodydist x = [0,18+22*(vel x+enemynear,vel x)]
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2000,3500)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 440
trigger3 = movecontact
trigger4 = p2bodydist x >= 100
trigger4 = p2statetype = A


;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-32,-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 = [0,32+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 600 && movecontact

[State -1, Standing Strong 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 = [-25,-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 = [0,9+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && time >5
trigger2 = movecontact


[State -1, Standing Strong Bite]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-55,-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 = [0,21+11*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact
trigger3 = stateno = 200 && movecontact && time >6

[State -1, Standing Strong Bite]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-24,-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 = [0,26+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && movecontact && time >6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-22,-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 = [0,35+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-47,-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 = [12,51+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && time>6
trigger2 = movecontact


[State -1, Crouching Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-20,-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 = [0,26+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 230 && movecontact && time >6

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-17,-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 = [12,47+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time>8
trigger2 = movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,24]
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 = [0,38+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640
trigger2 = movecontact


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-43,49]
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 = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640
trigger2 = movecontact


[State -1, Jump  Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-25,57]
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 = [0,20+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-21,48]
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 = [0,33+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact

[State -1, Eat]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,15]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Eat]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Taz Whirlwind]
type = ChangeState
value = 3500
triggerall = var(59) > 0 && roundstate = 2
triggerall = stateno !=3500
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-43,-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 = [0,54+15*(vel x+enemynear,vel x)]
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2000,3500)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 440
trigger3 = movecontact
trigger4 = p2bodydist x >= 100
trigger4 = p2statetype = A

[State -1, Taz Dark bite plus Monster Truck]
type = ChangeState
value = 8400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + enemynear,gethitvar(yaccel)*22*23*0.5 = [-60,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 22
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=23)*49)*var(59)
triggerall = p2bodydist x = [0,18+22*(vel x+enemynear,vel x)]
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2000,3500)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 440
trigger3 = movecontact
trigger4 = p2bodydist x >= 100
trigger4 = p2statetype = A


;Throw
[State -1, EX Tornado Piledriver]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 500
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,13]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Eat]
type = ChangeState
value = 1100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,15]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Eat]
type = ChangeState
value = 1130
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact

[State -1, Tornado Piledriver]
type = ChangeState
value = 1300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,13]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Tornado Piledriver]
type = ChangeState
value = 1360
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,6]
triggerall = Statetype != A
trigger1 = ctrl
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = stateno = 200 || stateno = 210 || stateno = 240
trigger2 = movecontact

[State -1, Spin & 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 = [0,9]
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



;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -32
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,32+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 600 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,9+5*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && time >5
trigger2 = movecontact


[State -1, Standing Strong Bite]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -55
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,21+11*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact
trigger3 = stateno = 200 && movecontact && time >6

[State -1, Standing Strong Bite]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -24
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,26+7*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 230 && movecontact && time >6


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,35+6*(vel x+enemynear,vel x)]
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -47
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)|| p2statetype = A && random <= 27*var(59)
triggerall = p2bodydist x = [12,51+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -21
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && time>6
trigger2 = movecontact


[State -1, Crouching Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -20
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,26+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 230 && movecontact && time >6

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -17
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 24*var(59)
triggerall = p2bodydist x = [12,47+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time>8
trigger2 = movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-45,24]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,38+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640
trigger2 = movecontact


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-43,49]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 33*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640
trigger2 = movecontact


[State -1, Jump  Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-25,57]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [0,20+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-21,48]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,33+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact


;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
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]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Run Back]
type = ChangeState
value = 105
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
trigger1 = Statetype != A
trigger1 = ctrl


