[Statedef -3]
[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 = 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

[State -1]
type = ChangeState
value = 4000
triggerall = RoundsExisted >= 1
triggerall = Palno != 1
triggerall = var(59) && P2Bodydist X <= 100 && P2Bodydist X >= 50
triggerall = power >= 3000
triggerall = Statetype != A ;Player is not in the air
triggerall = Statetype = S ;Player is currently standing
triggerall = P2Statetype != A
triggerall = P2life != 0 
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
triggerall = numproj = 0
trigger1= random <= 900
trigger2 = stateno = 0 || stateno = 11 || stateno = 20 || stateno = 21

;Counter
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -51
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,19+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 7*enemynear,vel y >= -41
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,32+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 220
trigger3 = movehit = 1
trigger4 = stateno = 100

[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 9*enemynear,vel y >= -52
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,35+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 10*enemynear,vel y >= -65
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,33+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 420
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 100

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 18*enemynear,vel y >= -34
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1



[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 18*enemynear,vel y >= -34
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -28
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = movehit = 1
trigger3 = stateno = 410
trigger4 = stateno = 400
trigger4 = time >= 7

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -16
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -29
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25+8*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movehit = 1
trigger3 = stateno = 410

[State -1]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -19
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+12*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 410
trigger3 = movecontact = 1
trigger3 = stateno = 400

[State -1]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-48,33]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,9+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-37,-7]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+8*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600

[State -1]
type = ChangeState
value = 620
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-16,43]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 630
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-13,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 620

[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
triggerall = p2name != "Mercedes Benz"
triggerall = p2name != "Street Fighter II Bricks Bonus Stage"
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
trigger1 = p2stateno < 2000 || p2stateno = helper(33000),var(2)
trigger1 = random <= 60*var(59)
trigger1 = helper(33000),var(18) <= 0
trigger1 = p2bodydist x = [-22,3]
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 420

[State -1]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 1020
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -125
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-16,58+8*(vel x+enemynear,vel x)]
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1040
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -151
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-16,75+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
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 = [-9,134]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movehit = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movehit = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
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 = [-9,148]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movecontact = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movecontact = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1060
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-40,121+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420

[State -1]
type = ChangeState
value = 1070
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-40,433+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420
trigger4 = movecontact = 1
trigger4 = stateno = 410
trigger5 = movecontact = 1
trigger5 = stateno = 430

[State -1]
type = ChangeState
value = 1100
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -413
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [9,149+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1110
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -306
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [9,434+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1120
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
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 = [0,85+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1140
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -181
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,122+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-7,69+10*(vel x+enemynear,vel x)]
triggerall = power  >= 1000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 3010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-7,112+10*(vel x+enemynear,vel x)]
triggerall = power  >= 2000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 3020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-8,371+8*(vel x+enemynear,vel x)]
triggerall = power  >= 1000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1000
trigger12 = movecontact = 1
trigger12 = stateno = 1010



[State -1]
type = ChangeState
value = 3030
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-8,439+8*(vel x+enemynear,vel x)]
triggerall = power  >= 2000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1000
trigger12 = movecontact = 1
trigger12 = stateno = 1010

[State -1]
type = ChangeState
value = 6200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -41
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,33+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6100
trigger3 = stateno = 6200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 6210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 8*enemynear,vel y >= -41
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6100

[State -1]
type = ChangeState
value = 6220
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -53
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 6230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 9*enemynear,vel y >= -73
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movecontact = 1
trigger3 = stateno = 6200
trigger3 = movecontact = 1
trigger4 = stateno = 6420
trigger4 = movecontact = 1
trigger5 = stateno = 6400
trigger5 = movecontact = 1
trigger6 = stateno = 6100

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 16*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6230
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 16*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 6400
trigger6 = movecontact = 1
trigger6 = stateno = 6420

[State -1]
type = ChangeState
value = 7010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6210
trigger4 = movecontact = 1
trigger4 = stateno = 6220
trigger5 = movecontact = 1
trigger5 = stateno = 6230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 6400
trigger8 = movecontact = 1
trigger8 = stateno = 6410
trigger9 = movecontact = 1
trigger9 = stateno = 6420
trigger10 = movecontact = 1
trigger10 = stateno = 6430

[State -1]
type = ChangeState
value = 7020
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -125
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+8*(vel x+enemynear,vel x)]
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7040
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -151
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,77+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
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 = [-9,134]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movehit = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movehit = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
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 = [-9,148]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movecontact = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movecontact = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7060
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-40,128+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420

[State -1]
type = ChangeState
value = 7070
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-40,440+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420
trigger4 = movecontact = 1
trigger4 = stateno = 6410
trigger5 = movecontact = 1
trigger5 = stateno = 6430

[State -1]
type = ChangeState
value = 7100
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -414
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [9,117+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7110
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -310
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [9,463+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movecontact = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7120
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -47
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-22,110+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7140
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -47
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-22,135+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7150
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,43]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-28
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [21,153+28*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movecontact = 1
trigger3 = stateno = 6620
trigger3 = movecontact = 1

[State -1]
type = ChangeState
value = 7160
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,118]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-28
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [21,178+28*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movehit = 1
trigger3 = stateno = 6620
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,858+4*(vel x+enemynear,vel x)]
triggerall = power  >= 3000
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = Statetype != A
trigger2 = ctrl = 1




;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]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -51
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 = [0,19+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 7*enemynear,vel y >= -41
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 = [0,32+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 220
trigger3 = movehit = 1
trigger4 = stateno = 100

[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 9*enemynear,vel y >= -52
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 = [0,35+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 10*enemynear,vel y >= -65
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 = [0,33+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 420
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 100

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 18*enemynear,vel y >= -34
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1



[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 18*enemynear,vel y >= -34
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -28
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 = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = movehit = 1
trigger3 = stateno = 410
trigger4 = stateno = 400
trigger4 = time >= 7

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -16
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 = [0,23+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -29
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 = [0,25+8*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movehit = 1
trigger3 = stateno = 410

[State -1]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -19
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 = [0,43+12*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 410
trigger3 = movecontact = 1
trigger3 = stateno = 400

[State -1]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-48,33]
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 = [0,9+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-37,-7]
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 = [0,21+8*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600

[State -1]
type = ChangeState
value = 620
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-16,43]
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 = [0,23+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 630
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-13,46]
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 = [0,24+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 620

[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
triggerall = p2name != "Mercedes Benz"
triggerall = p2name != "Street Fighter II Bricks Bonus Stage"
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2movetype = A || p2movetype = I && p2stateno > 160
trigger1 = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
trigger1 = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
trigger1 = random <= 90*var(59)
trigger1 = random < 500 || enemynear,animtime = -1
trigger1 = helper(33000),var(18) <= 0
trigger1 = p2bodydist x = [-22,3]
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
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 = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 420

[State -1]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
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 = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 1020
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -125
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 = [-16,58+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1040
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -151
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 = [-16,75+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
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 = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-9,134]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movehit = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movehit = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
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 = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-9,148]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movecontact = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movecontact = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1060
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
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 = [-40,121+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420

[State -1]
type = ChangeState
value = 1070
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
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 = [-40,433+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420
trigger4 = movecontact = 1
trigger4 = stateno = 410
trigger5 = movecontact = 1
trigger5 = stateno = 430

[State -1]
type = ChangeState
value = 1100
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -413
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [9,149+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1110
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -306
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [9,434+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1120
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -109
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,85+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1140
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -181
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [0,122+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
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 = [-7,69+10*(vel x+enemynear,vel x)]
triggerall = power  >= 1000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 3010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
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 = [-7,112+10*(vel x+enemynear,vel x)]
triggerall = power  >= 2000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 3020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -45
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 = [-8,371+8*(vel x+enemynear,vel x)]
triggerall = power  >= 1000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1000
trigger12 = movecontact = 1
trigger12 = stateno = 1010



[State -1]
type = ChangeState
value = 3030
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -45
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 = [-8,439+8*(vel x+enemynear,vel x)]
triggerall = power  >= 2000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1000
trigger12 = movecontact = 1
trigger12 = stateno = 1010

[State -1]
type = ChangeState
value = 6200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -41
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 = [0,33+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6100
trigger3 = stateno = 6200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 6210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 8*enemynear,vel y >= -41
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 = [0,43+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6100

[State -1]
type = ChangeState
value = 6220
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -53
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 = [0,43+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 6230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 9*enemynear,vel y >= -73
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 = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movecontact = 1
trigger3 = stateno = 6200
trigger3 = movecontact = 1
trigger4 = stateno = 6420
trigger4 = movecontact = 1
trigger5 = stateno = 6400
trigger5 = movecontact = 1
trigger6 = stateno = 6100

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 16*enemynear,vel y >= -45
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 = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6230
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 16*enemynear,vel y >= -45
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 = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
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 = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 6400
trigger6 = movecontact = 1
trigger6 = stateno = 6420

[State -1]
type = ChangeState
value = 7010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
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 = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6210
trigger4 = movecontact = 1
trigger4 = stateno = 6220
trigger5 = movecontact = 1
trigger5 = stateno = 6230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 6400
trigger8 = movecontact = 1
trigger8 = stateno = 6410
trigger9 = movecontact = 1
trigger9 = stateno = 6420
trigger10 = movecontact = 1
trigger10 = stateno = 6430

[State -1]
type = ChangeState
value = 7020
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -125
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 = [0,57+8*(vel x+enemynear,vel x)]
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7040
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -151
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 = [0,77+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
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 = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-9,134]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movehit = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movehit = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
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 = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [-9,148]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movecontact = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movecontact = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7060
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
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 = [-40,128+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420

[State -1]
type = ChangeState
value = 7070
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
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 = [-40,440+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420
trigger4 = movecontact = 1
trigger4 = stateno = 6410
trigger5 = movecontact = 1
trigger5 = stateno = 6430

[State -1]
type = ChangeState
value = 7100
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -414
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [9,117+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7110
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -310
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [9,463+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movecontact = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7120
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -47
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [-22,110+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7140
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -47
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
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 = [-22,135+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7150
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,43]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -28
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 = -29
triggerall = p2bodydist x = [21,153+28*(vel x+enemynear,vel x)]
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movecontact = 1
trigger3 = stateno = 6620
trigger3 = movecontact = 1

[State -1]
type = ChangeState
value = 7160
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,118]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -28
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 = -29
triggerall = p2bodydist x = [21,178+28*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movehit = 1
trigger3 = stateno = 6620
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
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 = [0,858+4*(vel x+enemynear,vel x)]
triggerall = power  >= 3000
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = Statetype != A
trigger2 = ctrl = 1




;Combo
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-51,-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 = [0,19+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-41,-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 = [0,32+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 220
trigger3 = movehit = 1
trigger4 = stateno = 100

[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-52,-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 = [0,35+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-65,-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 = [0,33+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 420
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 100

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-34,-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 = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1



[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-34,-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 = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-28,-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 = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = movehit = 1
trigger3 = stateno = 410
trigger4 = stateno = 400
trigger4 = time >= 7

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-16,-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 = [0,23+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-29,-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 = [0,25+8*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movehit = 1
trigger3 = stateno = 410

[State -1]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-19,-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 = [0,43+12*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 410
trigger3 = movecontact = 1
trigger3 = stateno = 400

[State -1]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-48,33]
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 = [0,9+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-37,-7]
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 = [0,21+8*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600

[State -1]
type = ChangeState
value = 620
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-16,43]
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 = [0,23+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 630
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-13,46]
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 = [0,24+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 620

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-36,-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 = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
triggerall = (stateno != 1000) && (stateno != 1001)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 420

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 1000
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-68,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 29
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=30)*49)*var(59)
trigger1 = p2bodydist x = [17,94+29*(vel x+enemynear,vel x)]

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 1001
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 2*enemynear,vel y + enemynear,gethitvar(yaccel)*2*3*0.5 = [-22,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 2
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=3)*49)*var(59)
trigger1 = p2bodydist x = [0,34+2*(vel x+enemynear,vel x)]

[State -1]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-36,-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 = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
triggerall = (stateno != 1010) && (stateno != 1011)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 1010
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-68,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 29
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=30)*49)*var(59)
trigger1 = p2bodydist x = [17,105+29*(vel x+enemynear,vel x)]

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 1011
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 2*enemynear,vel y + enemynear,gethitvar(yaccel)*2*3*0.5 = [-22,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 2
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=3)*49)*var(59)
trigger1 = p2bodydist x = [0,36+2*(vel x+enemynear,vel x)]

[State -1]
type = ChangeState
value = 1020
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-125,-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 = [-16,58+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1040
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-151,-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 = [-16,75+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
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 = [-9,134]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movehit = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movehit = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
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 = [-9,148]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movecontact = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movecontact = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1060
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-45,-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 = [-40,121+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420

[State -1]
type = ChangeState
value = 1070
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-45,-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 = [-40,433+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420
trigger4 = movecontact = 1
trigger4 = stateno = 410
trigger5 = movecontact = 1
trigger5 = stateno = 430

[State -1]
type = ChangeState
value = 1100
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-413,-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 = [9,149+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1110
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-306,-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 = [9,434+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1120
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
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 = [0,85+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1140
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-181,-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 = [0,122+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-36,-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 = [-7,69+10*(vel x+enemynear,vel x)]
triggerall = power  >= 1000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 3010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-36,-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 = [-7,112+10*(vel x+enemynear,vel x)]
triggerall = power  >= 2000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 3020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-45,-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 = [-8,371+8*(vel x+enemynear,vel x)]
triggerall = power  >= 1000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1000
trigger12 = movecontact = 1
trigger12 = stateno = 1010



[State -1]
type = ChangeState
value = 3030
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-45,-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 = [-8,439+8*(vel x+enemynear,vel x)]
triggerall = power  >= 2000
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1000
trigger12 = movecontact = 1
trigger12 = stateno = 1010

[State -1]
type = ChangeState
value = 6200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-41,-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 = [0,33+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6100
trigger3 = stateno = 6200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 6210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-41,-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 = [0,43+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6100

[State -1]
type = ChangeState
value = 6220
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-53,-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 = [0,43+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 6230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-73,-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 = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movecontact = 1
trigger3 = stateno = 6200
trigger3 = movecontact = 1
trigger4 = stateno = 6420
trigger4 = movecontact = 1
trigger5 = stateno = 6400
trigger5 = movecontact = 1
trigger6 = stateno = 6100

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-45,-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 = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6230
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-45,-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 = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-36,-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 = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = var(6)
triggerall = (stateno != 7000) && (stateno != 7001)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 6400
trigger6 = movecontact = 1
trigger6 = stateno = 6420

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 7000
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-68,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 29
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=30)*49)*var(59)
trigger1 = p2bodydist x = [17,94+29*(vel x+enemynear,vel x)]

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 7001
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 2*enemynear,vel y + enemynear,gethitvar(yaccel)*2*3*0.5 = [-22,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 2
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=3)*49)*var(59)
trigger1 = p2bodydist x = [0,34+2*(vel x+enemynear,vel x)]

[State -1]
type = ChangeState
value = 7010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-36,-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 = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = (stateno != 7010) && (stateno != 7011)
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6210
trigger4 = movecontact = 1
trigger4 = stateno = 6220
trigger5 = movecontact = 1
trigger5 = stateno = 6230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 6400
trigger8 = movecontact = 1
trigger8 = stateno = 6410
trigger9 = movecontact = 1
trigger9 = stateno = 6420
trigger10 = movecontact = 1
trigger10 = stateno = 6430

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 7010
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 29*enemynear,vel y + enemynear,gethitvar(yaccel)*29*30*0.5 = [-68,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 29
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=30)*49)*var(59)
trigger1 = p2bodydist x = [17,105+29*(vel x+enemynear,vel x)]

[State -1]
type = VarSet
v = 1
value = 1
triggerall = var(6)
triggerall = stateno = 7011
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2statetype != A || p2bodydist y + 2*enemynear,vel y + enemynear,gethitvar(yaccel)*2*3*0.5 = [-22,-1]
trigger1 = p2movetype = H && helper(33000),var(17) > 2
trigger1 = (!inguarddist || !ctrl) && p2statetype != L
trigger1 = random <= (50+(helper(33000),var(17)=3)*49)*var(59)
trigger1 = p2bodydist x = [0,36+2*(vel x+enemynear,vel x)]

[State -1]
type = ChangeState
value = 7020
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-125,-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 = [0,57+8*(vel x+enemynear,vel x)]
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7040
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-151,-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 = [0,77+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
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 = [-9,134]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movehit = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movehit = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
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 = [-9,148]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movecontact = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movecontact = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7060
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-45,-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 = [-40,128+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420

[State -1]
type = ChangeState
value = 7070
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-45,-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 = [-40,440+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420
trigger4 = movecontact = 1
trigger4 = stateno = 6410
trigger5 = movecontact = 1
trigger5 = stateno = 6430

[State -1]
type = ChangeState
value = 7100
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-414,-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 = [9,117+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7110
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-310,-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 = [9,463+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movecontact = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7120
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-47,-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 = [-22,110+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7140
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-47,-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 = [-22,135+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7150
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,43]
triggerall = p2movetype = H && helper(33000),var(17) > 28
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=29)*49)*var(59)
triggerall = p2bodydist x = [21,153+28*(vel x+enemynear,vel x)]
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movecontact = 1
trigger3 = stateno = 6620
trigger3 = movecontact = 1

[State -1]
type = ChangeState
value = 7160
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,118]
triggerall = p2movetype = H && helper(33000),var(17) > 28
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=29)*49)*var(59)
triggerall = p2bodydist x = [21,178+28*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movehit = 1
trigger3 = stateno = 6620
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-58,-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 = [0,858+4*(vel x+enemynear,vel x)]
triggerall = power  >= 3000
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = Statetype != A
trigger2 = ctrl = 1




;Throw
[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
triggerall = p2name != "Mercedes Benz"
triggerall = p2name != "Street Fighter II Bricks Bonus Stage"
triggerall = var(59) > 0 && roundstate = 2
trigger1 = p2movetype != H
trigger1 = !inguarddist && p2statetype != L
trigger1 = random <= 60*var(59)
trigger1 = helper(33000),var(18) <= 0
trigger1 = p2bodydist x = [-22,3]
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H

;Fight
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -51
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)|| p2statetype = A && random <= 58*var(59)
triggerall = p2bodydist x = [0,19+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 7*enemynear,vel y >= -41
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 27*var(59)
triggerall = p2bodydist x = [0,32+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 220
trigger3 = movehit = 1
trigger4 = stateno = 100

[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 9*enemynear,vel y >= -52
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 25*var(59)
triggerall = p2bodydist x = [0,35+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 10*enemynear,vel y >= -65
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)|| p2statetype = A && random <= 24*var(59)
triggerall = p2bodydist x = [0,33+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 420
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 100

[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 18*enemynear,vel y >= -34
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1



[State -1]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(6)
triggerall = p2bodydist y + 18*enemynear,vel y >= -34
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,43+18*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -28
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = movehit = 1
trigger3 = stateno = 410
trigger4 = stateno = 400
trigger4 = time >= 7

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -16
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,23+4*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -16
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,25+8*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movehit = 1
trigger3 = stateno = 410

[State -1]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -19
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,43+12*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 410
trigger3 = movecontact = 1
trigger3 = stateno = 400

[State -1]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-48,33]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [0,9+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 610
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-37,-7]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,21+8*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600

[State -1]
type = ChangeState
value = 620
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-16,43]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,23+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 630
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-13,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,24+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 620

[State -1]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 420

[State -1]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = !var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

[State -1]
type = ChangeState
value = 1020
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -125
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [-16,58+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1040
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -151
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [-16,75+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 210
trigger4 = movehit = 1
trigger4 = stateno = 220
trigger5 = movehit = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 400
trigger8 = movehit = 1
trigger8 = stateno = 410
trigger9 = movehit = 1
trigger9 = stateno = 420
trigger10 = movehit = 1
trigger10 = stateno = 430
trigger11 = stateno = 100

[State -1]
type = ChangeState
value = 1050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [-9,134]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movehit = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movehit = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [-9,148]
triggerall = !var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movecontact = 1
trigger3 = stateno = 610
trigger4 = movecontact = 1
trigger4 = stateno = 620
trigger5 = movecontact = 1
trigger5 = stateno = 630

[State -1]
type = ChangeState
value = 1060
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [-40,121+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420

[State -1]
type = ChangeState
value = 1070
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [-40,433+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420
trigger4 = movecontact = 1
trigger4 = stateno = 410
trigger5 = movecontact = 1
trigger5 = stateno = 430

[State -1]
type = ChangeState
value = 1100
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -413
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [9,149+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1110
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -306
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [9,434+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1120
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -109
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,85+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 1140
triggerall = !var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -181
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,122+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1]
type = ChangeState
value = 6200
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -41
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)|| p2statetype = A && random <= 58*var(59)
triggerall = p2bodydist x = [0,33+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
 
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6100
trigger3 = stateno = 6200
trigger3 = time >= 7

[State -1]
type = ChangeState
value = 6210
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 8*enemynear,vel y >= -41
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 32*var(59)
triggerall = p2bodydist x = [0,43+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6100

[State -1]
type = ChangeState
value = 6220
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 4*enemynear,vel y >= -53
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)|| p2statetype = A && random <= 50*var(59)
triggerall = p2bodydist x = [0,43+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = stateno = 100

[State -1]
type = ChangeState
value = 6230
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 9*enemynear,vel y >= -73
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 26*var(59)
triggerall = p2bodydist x = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movecontact = 1
trigger3 = stateno = 6200
trigger3 = movecontact = 1
trigger4 = stateno = 6420
trigger4 = movecontact = 1
trigger5 = stateno = 6400
trigger5 = movecontact = 1
trigger6 = stateno = 6100

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 16*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6230
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 6240
triggerall = var(59) > 0 && roundstate = 2
triggerall = var(6)
triggerall = p2bodydist y + 16*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,82+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 6220
trigger2 = movehit = 1
trigger3 = stateno = 6200
trigger3 = movehit = 1

[State -1]
type = ChangeState
value = 7000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [-7,54+10*(vel x+enemynear,vel x)]
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6220
trigger4 = Statetype != A
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 6400
trigger6 = movecontact = 1
trigger6 = stateno = 6420

[State -1]
type = ChangeState
value = 7010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -36
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [-7,62+10*(vel x+enemynear,vel x)]
triggerall = var(6)
trigger1 = Statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6200
trigger3 = movecontact = 1
trigger3 = stateno = 6210
trigger4 = movecontact = 1
trigger4 = stateno = 6220
trigger5 = movecontact = 1
trigger5 = stateno = 6230
trigger6 = Statetype != A
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 6400
trigger8 = movecontact = 1
trigger8 = stateno = 6410
trigger9 = movecontact = 1
trigger9 = stateno = 6420
trigger10 = movecontact = 1
trigger10 = stateno = 6430

[State -1]
type = ChangeState
value = 7020
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -125
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,57+8*(vel x+enemynear,vel x)]
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7040
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -151
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,77+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6200
trigger2 = movehit = 1
trigger3 = movehit = 1
trigger3 = stateno = 6210
trigger4 = movehit = 1
trigger4 = stateno = 6220
trigger5 = movehit = 1
trigger5 = stateno = 6230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movehit = 1
trigger7 = stateno = 6400
trigger8 = movehit = 1
trigger8 = stateno = 6410
trigger9 = movehit = 1
trigger9 = stateno = 6420
trigger10 = movehit = 1
trigger10 = stateno = 6430
trigger11 = stateno = 6100

[State -1]
type = ChangeState
value = 7050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,103]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [-9,134]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movehit = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movehit = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7055
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-44,127]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [-9,148]
triggerall = var(6)
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6600
trigger3 = movecontact = 1
trigger3 = stateno = 6610
trigger4 = movecontact = 1
trigger4 = stateno = 6620
trigger5 = movecontact = 1
trigger5 = stateno = 6630

[State -1]
type = ChangeState
value = 7060
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [-40,128+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420

[State -1]
type = ChangeState
value = 7070
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -45
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [-40,440+11*(vel x+enemynear,vel x)]
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 6400
trigger3 = movecontact = 1
trigger3 = stateno = 6420
trigger4 = movecontact = 1
trigger4 = stateno = 6410
trigger5 = movecontact = 1
trigger5 = stateno = 6430

[State -1]
type = ChangeState
value = 7100
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -414
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [9,117+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7110
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -310
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x = [9,463+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movecontact = 1
trigger5 = stateno = 6200
trigger5 = movecontact = 1

[State -1]
type = ChangeState
value = 7120
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -47
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [-22,110+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movecontact = 1
trigger3 = stateno = 6220
trigger3 = movecontact = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7140
triggerall = var(6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -47
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [-22,135+18*(vel x+enemynear,vel x)]
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 6230
trigger2 = movehit = 1
trigger3 = stateno = 6220
trigger3 = movehit = 1
trigger4 = stateno = 6240
trigger4 = movehit = 1

[State -1]
type = ChangeState
value = 7150
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,43]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [21,153+28*(vel x+enemynear,vel x)]
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movecontact = 1
trigger3 = stateno = 6620
trigger3 = movecontact = 1

[State -1]
type = ChangeState
value = 7160
triggerall = var(6)
triggerall = p2bodydist y - 28*(vel y - enemynear,vel y) = [-34,118]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
\triggerall = p2bodydist x = [21,178+28*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = pos Y+28*vel y+const(movement.yaccel)*28*29*0.5 < 0
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 6630
trigger2 = movehit = 1
trigger3 = stateno = 6620
trigger3 = movehit = 1


;Move and other
[State -1]
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 = 1


[State -1]
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 = 1

[State -1, AI Fwd dodge]
type = ChangeState
value = 255
triggerall = roundstate = 2
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2movetype != H
trigger1 = p2movetype = A
trigger1 = enemynear, time <= 4
trigger1 = Random < (8 * (var(59) ** 2 / 64.0))
trigger1 = p2bodydist X <= 50
trigger1 = var(59) >= 5
trigger2 = p2bodydist X >= 100 && Random < (3 * (var(59) ** 2 / 64.0))

[State -1, AI Backwards dodge]
type = ChangeState
value = 256
triggerall = roundstate = 2
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2movetype != H
trigger1 = p2movetype = A
trigger1 = enemynear, time <= 4
trigger1 = Random < (12 * (var(59) ** 2 / 64.0))
trigger1 = p2bodydist X <= 50
trigger1 = var(59) >= 5

[State -1, Taunt]
type = ChangeState
value = 390
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear, numproj = 0
triggerall = enemynear, movetype != A
triggerall = life >= 400
trigger1 = p2bodydist x >= 150
trigger1 = life >= enemynear, life
trigger1 = random <= 6 && var(59) >= 6 || random <= 20 && var(59) >= 3 && var(59) <= 5 || random <= 40 &&var(59) >= 1 && var(59) <= 2
trigger2 = p2bodydist x >= 150
trigger2 = p2statetype = L
trigger2 = random <= 12 && var(59) >= 6 || random <= 32 && var(59) >= 3 && var(59) <= 5 || random <= 56 && var(59) >= 1 && var(59) <= 2
trigger3 = win && random <= 57



