[Statedef -3]
;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 47, 0


[State -3, Super Jump]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 80 ;Jump land
value = 40, 0

;---------------------------------------------------------------------------
;SUPER JUMP STATES
[State -3,veladd]
type = Veladd
triggerall =command = "holdfwd"
triggerall = prevstateno = 80 ; the superjumo state
trigger1 = stateno = 50; jump state
x = .05 ; maybe you need to modify these value

[State state-3,veladd]
type = Veladd
triggerall =command = "holdback"
triggerall = prevstateno = 80
trigger1 = stateno = 50
x = -.05

[State -3, Super Jump FX]
type = Explod
triggerall = stateno = 80
trigger1 = time=1
anim = 8670
pos = -76,-100
id = 8670
supermovetime = -1
pausemovetime = -1
postype = p1
bindtime = 1
removetime = -2
removeongethit = 1
scale = 0.5, 0.5
sprpriority=1
facing = 1
ownpal = 1
ignorehitpause = 1

;SUPER JUMP STATES
;---------------------------------------------------------------------------

[State -3, Fake helper];FOR FIRST ATTACK
type = null;helper
trigger1 = roundstate = 2 && !numhelper(8500)
helpertype = Normal
id = 8500
pos = 0,0
postype = p1
name = "Fake Helper"
stateno = 8500
supermovetime = 9999999999
pausemovetime = 9999999999

[State -3, Fake helper];FOR DRAMATIC K.O.
type = null;helper
trigger1 = roundstate = 2 && !numhelper(8510)
helpertype = Normal
id = 8510
pos = 0,0
postype = p1
name = "Fake Helper"
stateno = 8510
supermovetime = 9999999999
pausemovetime = 9999999999

[State -3, Dummy Helper];FOR PERFECT!
type = null;helper
triggerall = !numpartner
trigger1 = time = 1 && !numhelper(8550)
helpertype = normal
name = "Dummy Helper"
ID = 8550
stateno = 8550
;pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0


;------------------------------------------------------------------
;STAND CHAIN COMBOS - TUTORIAL By IMMORTAL SYN
;------------------------------------------------------------------

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && (movehit || moveguarded)
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
trigger1 = command = "y"
ctrl = 0
value = 210

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 210 || stateno = 230|| stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440) && (movehit || moveguarded)
trigger1 = command != "holddown"
trigger1 = command = "z"
ctrl = 0
value = 220

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 400) && (movehit || moveguarded)
trigger1 = command != "holddown"
trigger1 = command = "a"
ctrl = 0
value = 230

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430) && (movehit || moveguarded)
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
trigger1 = command = "b"
ctrl = 0
value = 240

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440) && (movehit || moveguarded)
trigger1 = command != "holddown"
trigger1 = command = "c"
ctrl = 0
value = 250

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && (movehit || moveguarded)
trigger1 = command = "holddown"
trigger1 = command = "y"
ctrl = 0
value = 410

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 210 || stateno = 230 ||stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440) && (movehit || moveguarded)
trigger1 = command = "holddown"
trigger1 = command = "z"
ctrl = 0
value = 420

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 400) && (movehit || moveguarded)
trigger1 = command = "holddown"
trigger1 = command = "a"
ctrl = 0
value = 430

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430) && (movehit || moveguarded)
trigger1 = command = "holddown"
trigger1 = command = "b"
ctrl = 0
value = 440

[state -3]
type = changestate
triggerall = (stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440) && (movehit || moveguarded)
trigger1 = command = "holddown"
trigger1 = command = "c"
ctrl = 0
value = 450

[state -3]
type = changestate
triggerall = (stateno = 600 || stateno = 630) && (movehit || moveguarded)
triggerall = statetype = A
trigger1 = command = "y"
ctrl = 0
value = 610

[state -3]
type = changestate
triggerall = (stateno = 240 || stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640) && (movehit || moveguarded)
triggerall = statetype = A
trigger1 = command = "z"
ctrl = 0
value = 620

[state -3]
type = changestate
triggerall = (stateno = 600) && (movehit || moveguarded)
triggerall = statetype = A
trigger1 = command = "a"
ctrl = 0
value = 630

[state -3]
type = changestate
triggerall = (stateno = 600 || stateno = 610 || stateno = 630) && (movehit || moveguarded)
triggerall = statetype = A
trigger1 = command = "b"
ctrl = 0
value = 640

[state -3]
type = changestate
triggerall = (stateno = 240 || stateno = 600 || stateno = 610 || stateno = 620 || stateno = 630 || stateno = 640) && (movehit || moveguarded)
triggerall = statetype = A
trigger1 = command = "c"
ctrl = 0
value = 650

[state -3]
type = changestate
triggerall = stateno = 240&& (movehit || moveguarded)
triggerall = statetype = A
trigger1 = command = "FF"
ctrl = 0
value = 102

;------------------------------------------------------------------
;END OF STAND CHAIN COMBOS
;------------------------------------------------------------------

[State -3, Damage based on hits]
type=null;varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -3, Reset var when the opponent recovers]
type=null;varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -3, Dampener]
type=null;varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .8**fvar(12)))
ignorehitpause=1


[State -3, Dampener itself]
type=null;attackmulset
trigger1= 1
value=fvar(10)
ignorehitpause=1



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

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

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

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

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


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 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 = [0,24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -59
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,17+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,15+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -50
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,3+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,19+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -29
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,13+5*(vel x+enemynear,vel x)]
triggerall = stateno != 400
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -42
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,15+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,11+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -15
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,16+6*(vel x+enemynear,vel x)]
triggerall = stateno != 430
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
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 = [0,0+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -19
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,20+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-40,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-50,34]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,13+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-30,57]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,10+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-22,61]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,33+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-26,43]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,51+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-67,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Zero Counter]
type = ChangeState
value = 750
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = power >= 1000 
triggerall = statetype != A
trigger1 = ctrl
trigger1 = (stateno = 150 || stateno = 151)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,7]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 7
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H


[State -1, Mach Speed X]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Y]
type = ChangeState
value = 1101
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Z]
type = ChangeState
value = 1102
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Air Tornado Kick A]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick B]
type = ChangeState
value = 1210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick C]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl



[State -1, Six Majin Punch]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 1000
triggerall = statetype !=A
triggerall = p2bodydist y + 22*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-22
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = stateno !=[1000, 1300]
triggerall = stateno !=[3000, 3999]
trigger1 = ctrl



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


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 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 = [0,24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -59
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 = [0,17+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -67
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 = [0,15+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -48
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 = [0,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -50
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 = [0,3+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -87
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 = [0,19+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -29
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,13+5*(vel x+enemynear,vel x)]
triggerall = stateno != 400
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -42
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 = [0,15+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -87
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 = [0,11+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -15
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,16+6*(vel x+enemynear,vel x)]
triggerall = stateno != 430
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
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 = [0,0+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -19
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,20+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-40,47]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-50,34]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,13+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-30,57]
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 = [0,10+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-22,61]
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 = [0,33+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-26,43]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,51+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-67,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,31+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Zero Counter]
type = ChangeState
value = 750
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -57
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 = [0,22+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = power >= 1000 
triggerall = statetype != A
trigger1 = ctrl
trigger1 = (stateno = 150 || stateno = 151)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,7]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 7
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H


[State -1, Mach Speed X]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
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 = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Y]
type = ChangeState
value = 1101
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
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 = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Z]
type = ChangeState
value = 1102
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
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 = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Air Tornado Kick A]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick B]
type = ChangeState
value = 1210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick C]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl



[State -1, Six Majin Punch]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 1000
triggerall = statetype !=A
triggerall = p2bodydist y + 22*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -22
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -23
triggerall = p2bodydist x = [0,22+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = stateno !=[1000, 1300]
triggerall = stateno !=[3000, 3999]
trigger1 = ctrl



;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
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 = [0,24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-59,-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 = [0,17+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-67,-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 = [0,15+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-48,-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 = [0,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-50,-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 = [0,3+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-87,-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 = [0,19+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-29,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,13+5*(vel x+enemynear,vel x)]
triggerall = stateno != 400
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-42,-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 = [0,15+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,11+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-15,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,16+6*(vel x+enemynear,vel x)]
triggerall = stateno != 430
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-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 = [0,0+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-19,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,20+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-40,47]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-50,34]
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 = [0,13+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-30,57]
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 = [0,10+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-22,61]
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 = [0,33+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-26,43]
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 = [0,51+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-67,40]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,31+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Zero Counter]
type = ChangeState
value = 750
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-57,-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 = [0,22+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = power >= 1000 
triggerall = statetype != A
trigger1 = ctrl
trigger1 = (stateno = 150 || stateno = 151)

[State -1, Mach Speed X]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Y]
type = ChangeState
value = 1101
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Z]
type = ChangeState
value = 1102
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Air Tornado Kick A]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick B]
type = ChangeState
value = 1210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick C]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl



[State -1, Six Majin Punch]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 1000
triggerall = statetype !=A
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + enemynear,gethitvar(yaccel)*22*23*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 22
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=23)*49)*var(59)
triggerall = p2bodydist x = [0,22+22*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -43
triggerall = stateno !=[1000, 1300]
triggerall = stateno !=[3000, 3999]
trigger1 = ctrl



;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,7]
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H
trigger2 = p2bodydist X < 7
trigger2 = (p2Statetype != A) || (p2Statetype != A)
trigger2 = p2movetype != H



;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -53
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,24+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -59
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,17+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)|| p2statetype = A && random <= 28*var(59)
triggerall = p2bodydist x = [0,15+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -46
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -50
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,3+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -87
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 14*var(59)
triggerall = p2bodydist x = [0,19+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)|| p2statetype = A && random <= 37*var(59)
triggerall = p2bodydist x = [0,13+5*(vel x+enemynear,vel x)]
triggerall = stateno != 400
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -42
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 24*var(59)
triggerall = p2bodydist x = [0,15+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -28
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -87
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,11+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -15
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,16+6*(vel x+enemynear,vel x)]
triggerall = stateno != 430
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)|| p2statetype = A && random <= 31*var(59)
triggerall = p2bodydist x = [0,0+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -19
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)|| p2statetype = A && random <= 24*var(59)
triggerall = p2bodydist x = [0,20+11*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-40,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 32*var(59)
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-50,34]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,13+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-30,57]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,10+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-22,61]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,33+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-26,43]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 32*var(59)
triggerall = p2bodydist x = [0,51+6*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-67,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,31+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 

[State -1, Mach Speed X]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Y]
type = ChangeState
value = 1101
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Mach Speed Z]
type = ChangeState
value = 1102
triggerall = p2statetype != A || p2bodydist y = [-64,-19]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,24]
triggerall = var(59) > 0 && roundstate = 2
trigger1= var(1)

[State -1, Air Tornado Kick A]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick B]
type = ChangeState
value = 1210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Air Tornado Kick C]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y = [-38,92]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,64]
triggerall = statetype = A
trigger1 = ctrl




;Move and other
[State -1, Dash]
type = ChangeState
value = 100
triggerall = stateno!=[100,107]
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Step Back]
type = ChangeState
value = 105
triggerall = stateno!=[100,107]
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


