
[Statedef -3]

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[State -3]
type = PlaySnd
triggerall = (time = 1) && (Alive = 1)
trigger1 = stateno = 5000
trigger1 = (anim = 5000) || (anim = 5001) || (anim = 5010) || (anim = 5011)
trigger2 = stateno = 5010
trigger2 = (anim = 5020) || (anim = 5021)
value = 10,var(21)

[State -3]
type = PlaySnd
triggerall = (time = 1) && (Alive = 1)
trigger1 = stateno = 5000
trigger1 = (anim = 5002) || (anim = 5012)
trigger2 = stateno = 5010
trigger2 = anim = 5022
value = 10,3+var(21)

[State -3]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 || stateno = 106
value = 6, 1


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俙俬婰弎
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;[AI婰弎]
;-------------------------------------------------------------------------------------

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僿儖僷乕幃婲摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------

[State -3, AI婲摦梡僿儖僷乕]
type=helper
TriggerAll=!ishelper(10000)
TriggerAll=RoundState<2 || (RoundState=2&&ctrl)
trigger1=!NumHelper(10000)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;擮偺偨傔伀傕晅偗偰偍偔
[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐儅儞僪幃婲摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------
[State -3, AI僼儔僌僙僢僩]
type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2"
trigger2 = Command = "AI3" || Command = "AI4" || Command = "AI6"
trigger3 = Command = "AI7" || Command = "AI8" || Command = "AI9"
trigger4 = Command = "AI10" || Command = "AI11" || Command = "AI12"
trigger5 = Command = "AI13" || Command = "AI14" || Command = "AI15"
trigger6 = Command = "AI16" || Command = "AI17" || Command = "AI18"
trigger7 = Command = "AI19" || Command = "AI20" || Command = "AI21"
trigger8 = Command = "AI22" || Command = "AI23" || Command = "AI24"
trigger9 = Command = "AI25" || Command = "AI26" || Command = "AI27"
trigger10 = Command = "AI28" || Command = "AI29" || Command = "AI30"
trigger11 = Command = "AI31" || Command = "AI32" || Command = "AI33"
trigger12 = Command = "AI34" || Command = "AI35" || Command = "AI36"
trigger13 = Command = "AI37" || Command = "AI38" || Command = "AI39"
trigger14 = Command = "AI40" || Command = "AI41" || Command = "AI42"
trigger15 = Command = "AI43" || Command = "AI44" || Command = "AI45"
trigger16 = Command = "AI46" || Command = "AI47" || Command = "AI48"
trigger17 = Command = "AI49" || Command = "AI50"
Trigger18 = Var(59) = 0
Trigger18 = NumHelper(10000)
Trigger18 = Helper(10000),Var(59)>0
var(59) = 5 ;仼偺抣傪曄峏偡傞偙偲偱AI儗儀儖傪愝掕壜擻
IgNoreHitPause = 1

;仏Lv1乣3:懳恖丠
;仏Lv4乣6:懳俙俬丂摿偵Lv6偼挻斀墳懡偟

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;桪愭弴埵崅傔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
;Taunt
;彑偪挧敪 Lv5埲忋偱
[State -3, Taunt]
type = ChangeState
value = 195
TriggerAll = Var(59) = [5,6]
TriggerAll = RoundState = 3
TriggerAll = Alive
TriggerAll = Win && (!WinTime)
trigger1 = statetype != A && (ctrl || (stateno = 100 && time >= 5))

;---------------------------------------------------------------------------
[State -3, 夋柺抂偐傜扙弌偡傞偨傔偺僕儍儞僾]
type = ChangeState
value = 41
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateTYpe = S || StateType = C
TriggerAll = Ctrl
TriggerAll = EnemyNear,StateType = L
Trigger1 = BackEdgeBodyDist < 20
Trigger1 = Random < Var(59) * 160

;---------------------------------------------------------------------------
;仏堏摦搳偘懳嶔
[State -3, 堏摦搳偘懳嶔]
type = ChangeState
value = 41
TriggerAll = Var(59) = [4,6]
TriggerAll = RoundState = 2
TriggerAll = StateType = S || StateType = C
TriggerAll = Ctrl
TriggerAll = (EnemyNear,HitDefAttr = SCA,NT,ST,HT) ;搳偘懏惈
Trigger1 = Var(59) = [4,5]
Trigger1 = Random < (100 + (Var(59) - 3) * 50)
Trigger1 = Var(59) = 6
Trigger1 = Random < 500

;---------------------------------------------------------------------------
;憡庤僟僂儞帪偺僟僢僔儏
[State -3, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(59) >= 1
TriggerAll = StateNo != [100,106]
TriggerAll = RoundState = 2
triggerAll = statetype = S && ctrl
TriggerAll = EnemyNear,StateType = L
Trigger1 = P2BodyDist X >= 140
Trigger1 = Random <= (250 + Var(59) * 100)

;---------------------------------------------------------------------------
;Run Back
;搳偘偲峌寕夞旔
[State -3, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = BackEdgeBodyDist >= 50
triggerAll = (statetype = S && ctrl) || StateNo = 19
TriggerAll = Random < (35 * Var(59))
Trigger1 = InGuardDist && P2BodyDist X = [35,65]
Trigger1 = EnemyNear,Time > 8
Trigger2 = EnemyNear,HitDefAttr = SCA,NT,ST,HT ;搳偘懏惈


;---------------------------------------------------------------------------
;憡庤僟僂儞拞偺僶僋僗僥
[State -3, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = BackEdgeBodyDist >= 50
triggerAll = statetype = S
triggerAll = (statetype = S && ctrl) || StateNo = 19
Trigger1 = EnemyNear,StateType = L
Trigger1 = P2BodyDist X < 25
Trigger1 = Random < Var(59) * 100

;---------------------------------------------------------------------------
;婲偒峌傔偭傐偄孅傒堏峴
[State -3, 孅傒堏峴]
type = ChangeState
value = 10
TriggerAll = Var(59) >= 2
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateNo = [5110,5120]
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [25,45]
Trigger1 = Var(59) = [2,3]
Trigger1 = Random < (40 + Var(59) * 15)
Trigger2 = Var(59) = [4,5]
Trigger2 = Random < (120 + Var(59) * 50)
Trigger2 = Var(59) = 6
Trigger2 = Random <= 400

;---------------------------------------------------------------------------
;婲偒峌傔偭傐偄傖偑傒庛僉僢僋丒Lv2乣3
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) = [2,3]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateNo = [5110,5120]
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = Random <= (200 + Var(59) * 30)
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;婲偒峌傔偭傐偄傖偑傒庛僉僢僋丒Lv4乣6
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) = [4,6]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateNo = [5110,5120]
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = Random <= (600 + (Var(59) - 3) * 100)
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;捠忢孅傒堏峴
[State -3, 孅傒堏峴]
type = ChangeState
value = 10
TriggerAll = Var(59) >= 2
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = Var(55) <= 0
Trigger1 = P2BodyDist X = [5,55]
Trigger1 = (Var(59) = [1,3])
Trigger1 = Random < Var(59) * 45
Trigger2 = P2BodyDist X = [5,65]
Trigger2 = Var(59) = [4,6]
Trigger2 = Random < (400 + (Var(59) - 3) * 50)

;---------------------------------------------------------------------------
;捠忢棫偪堏峴
[State -3, 棫偪堏峴]
type = ChangeState
value = 12
TriggerAll = Var(59) >= 2
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType = A || (!InGuardDist && (EnemyNear,StateType = S))
TriggerAll = P2BodyDist X = [5,65]
TriggerAll = StateType = C
TriggerAll = Ctrl
TriggerAll = Var(55) <= 0
Trigger1 = (Var(59) = [1,3])
Trigger1 = Random < (Var(59) * 40 - (!InGuardDist && (EnemyNear,StateType = S)) * 20)
Trigger2 = Var(59) = [4,6]
Trigger2 = Random < (400 + (Var(59) - 3) * 50 - (!InGuardDist && (EnemyNear,StateType = S)) * 150)

;---------------------------------------------------------------------------
;僉儍僲儞僗僷僀僋乮庛
;仏懳嬻
[State -3, Spi]
type = ChangeState
value = 1100
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = EnemyNear,StateType = A
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerAll = (ctrl || (stateno = 100 && time >= 5))
TriggerAll = P2BodyDist X = [5,40]
TriggerAll = P2BodyDist Y = [-90,0]
Trigger1 = Var(59) = [1,3]
Trigger1 = Enemynear,Time >= 50
Trigger1 = Random <= (EnemyNear,Vel X >= 0 * 25 + 20 * Var(59))
Trigger2 = Var(59) = [4,5]
Trigger2 = Random <= (150 + (EnemyNear,Vel X >= 0) * 30 + 30 * Var(59))
Trigger2 = Enemynear,Time >= 5
Trigger3 = Var(59) = 6
Trigger3 = Random <= ((EnemyNear,Vel X >= 0) * 500 + 50)

;---------------------------------------------------------------------------
;僉儍僲儞僗僷僀僋乮嫮
;仏懳嬻
[State -3, Spi]
type = ChangeState
value = 1110
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = EnemyNear,StateType = A
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerAll = (ctrl || (stateno = 100 && time >= 5))
TriggerAll = P2BodyDist X = [25,60]
TriggerAll = P2BodyDist Y = [-70,0]
Trigger1 = Var(59) = [1,3]
Trigger1 = Enemynear,Time >= 40
Trigger1 = Random <= (EnemyNear,Vel X >= 0 * 25 + 10 * Var(59))
Trigger2 = Var(59) = [4,5]
Trigger2 = Random <= (150 + (EnemyNear,Vel X >= 0) * 30 + 10 * Var(59))
Trigger2 = Enemynear,Time >= 5
Trigger3 = Var(59) = 6
Trigger3 = Random <= ((EnemyNear,Vel X >= 0) * 300 + 50)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪娭楢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
;傇傠偭偒傫丒Lv1乣3
[State -2.僽儘]
type = VarSet
TriggerAll = Var(59) = [1,3]
TriggerAll = RoundState = 2
triggerall = var(2) = 0
TriggerAll = InGuardDist
triggerAll = ctrl
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = A
Trigger1 = Random <= (3 * Var(59))
Trigger2 = Life <= LifeMax * 0.25 ;昺巰帪
Trigger2 = Random <= (6 * Var(59))
var(2) = 1

[State -2,壓抜僽儘]
type = VarSet
TriggerAll = Var(59) = [1,3]
TriggerAll = RoundState = 2
triggerall = var(3) = 0
TriggerAll = InGuardDist
triggerAll = ctrl
TriggerAll = EnemyNear,StateType = C
Trigger1 = Random <= (3 * Var(59))
Trigger2 = Life <= LifeMax * 0.25 ;昺巰帪
Trigger2 = Random <= (6 * Var(59))
var(3) = 1

;---------------------------------------------------------------------------
;傇傠偭偒傫丒Lv4乣5
[State -2.僽儘]
type = VarSet
TriggerAll = Var(59) = [4,5]
TriggerAll = RoundState = 2
triggerall = var(2) = 0
TriggerAll = InGuardDist
triggerAll = ctrl
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = A
Trigger1 = Random <= (8 * Var(59))
Trigger2 = Life <= LifeMax * 0.25 ;昺巰帪
Trigger2 = Random <= (15 * Var(59))
var(2) = 1

[State -2,壓抜僽儘]
type = VarSet
TriggerAll = Var(59) = [4,5]
TriggerAll = RoundState = 2
triggerall = var(3) = 0
TriggerAll = InGuardDist
triggerAll = ctrl
TriggerAll = EnemyNear,StateType = C
Trigger1 = Random < 350
Trigger2 = Life <= LifeMax * 0.25 ;昺巰帪
Trigger2 = Random <= (15 * Var(59))
var(3) = 1

;---------------------------------------------------------------------------
;傇傠偭偒傫丒挻斀墳
[State -2.僽儘]
type = VarSet
TriggerAll = Var(59) = 6
TriggerAll = RoundState = 2
triggerall = var(2) = 0
TriggerAll = InGuardDist
triggerAll = ctrl
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = A
Trigger1 = Random <= (8 * Var(59))
Trigger2 = Life <= LifeMax * 0.25 ;昺巰帪
Trigger2 = Random <= 600
var(2) = 1

[State -2,壓抜僽儘]
type = VarSet
TriggerAll = Var(59) = 6
TriggerAll = RoundState = 2
triggerall = var(3) = 0
TriggerAll = InGuardDist
triggerAll = ctrl
TriggerAll = EnemyNear,StateType = C
Trigger1 = Random < 350
Trigger2 = Life <= LifeMax * 0.25 ;昺巰帪
Trigger2 = Random <= 600
var(3) = 1

;---------------------------------------------------------------------------
; 嬞媫夞旔摦嶌乮慜乯
[State -3,嬞媫夞旔(慜]
type = ChangeState
value = 80
TriggerAll = Var(59) >= 1
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [0,50]
TriggerAll = FrontEdgeDist > 35
trigger1 = StateType != A && Ctrl
Trigger1 = Random < (var(59) * (10 + (EnemyNear,Vel X > 0) * 7))
trigger2 = stateno = 100 || stateno = 101
Trigger2 = Random < (var(59) * (12 + (EnemyNear,Vel X > 0) * 6))
trigger3 = (stateno = [150,153]) && power >= 1000
Trigger3 = Random < (var(59) * (3 + (EnemyNear,Vel X > 0) * 4))

; 嬞媫夞旔摦嶌乮屻乯
[State -3,嬞媫夞旔(屻]
type = ChangeState
value = 90
TriggerAll = Var(59) >= 1
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [10,50]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = BackEdgeBodyDist > 50
trigger1 = StateType != A && Ctrl
Trigger1 = Random < (var(59) * (8 + (EnemyNear,Vel X <= 0) * 12))
trigger2 = stateno = 100 || stateno = 101
Trigger2 = Random < (var(59) * (9 + (EnemyNear,Vel X <= 0) * 9))
trigger3 = (stateno = [150,153]) && power >= 1000
Trigger3 = Random < (var(59) * (2 + (EnemyNear,Vel X <= 0) * 6))

;---------------------------------------------------------------------------

;杊屼Lv1乣3
[State -3, 杊屼丒懳恖]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = [1,3]
TriggerAll = Alive
triggerall = StateNo!=[120,155]
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Ctrl || StateNo = 19
Trigger1 = !(EnemyNear,HitDefAttr = SCA,NT,ST,HT) ;搳偘埲奜
Trigger1 = Random <= (150 + 50 * Var(59))
Trigger2 = EnemyNear,MoveType = A
Trigger2 = P2BodyDist X < 0
Trigger2 = Random <= (150 + 50 * Var(59))
Trigger3 = P2BodyDist X > 80 || EnemyNear,Time > 50
Trigger3 = Random <= Var(59) * 190
Trigger4 = (EnemyNear,NumProj > 0) || (enemynear, hitdefattr = SCA,HA,AP,SP,HP)
Trigger4 = Random <= (150 + (Var(59) - 1) * 70)

;---------------------------------------------------------------------------

;杊屼Lv4乣6
[State -3, 杊屼丒懳AI]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = [4,6]
TriggerAll = Alive
triggerall = StateNo!=[120,155]
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Ctrl || StateNo = 19
Trigger1 = InGuardDist
Trigger1 = !(EnemyNear,HitDefAttr = SCA,NT,ST,HT) ;搳偘埲奜
Trigger1 = Random <= (300 + 120 * Var(59)) || Var(59) = 6
Trigger2 = EnemyNear,MoveType = A
Trigger2 = P2BodyDist X < 0
Trigger2 = Random <= (300 + 100 * Var(59)) || Var(59) = 6
Trigger3 = InGuardDist
Trigger3 = P2BodyDist X > 80 || EnemyNear,Time > 50
Trigger3 = Random <= Var(59) * 190 || Var(59) = [5,6]
Trigger4 = EnemyNear,MoveType = A
Trigger4 = (EnemyNear,NumProj > 0) || (enemynear, hitdefattr = SCA,HA,AP,SP,HP)
Trigger4 = Random <= (300 + 130 * Var(59)) || Var(59) = 6

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;儕僼僩僸僢僩屻偺僠僃乕儞僐儞儃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
;Jump Light Punch
;嬻拞庛僷儞僠
[State -3, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,25]
TriggerAll = P2BodyDist Y = [-40,45]
triggerAll = statetype = A
triggerAll = ctrl
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 70
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)

;---------------------------------------------------------------------------
;Jump Light Kick
[State -3, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,65]
TriggerAll = P2BodyDist Y = [-40,40]
triggerAll = statetype = A
triggerAll = ctrl
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 65
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)

;---------------------------------------------------------------------------
;仏僠僃乕儞梡
[State -3, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,65]
TriggerAll = P2BodyDist Y = [-40,40]
triggerAll = stateno = 600
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 35
trigger1 = movecontact
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)
trigger2 = movecontact = 1


;---------------------------------------------------------------------------
;嬻拞搳偘
[State -3, 嬻搳偘]
type = ChangeState
value = 900
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,15]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = EnemyNear,StateType = A
triggerAll = statetype = A && ctrl
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 35
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,48]
TriggerAll = P2BodyDist Y = [-40,40]
triggerAll = statetype = A
triggerAll = ctrl
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 28
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)

;---------------------------------------------------------------------------
;仏僠僃乕儞梡
;Jump Strong Punch
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,48]
TriggerAll = P2BodyDist Y = [-40,40]
triggerAll = stateno = 600 || stateno = 630
TriggerAll = statetype = A
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 27
trigger1 = movecontact
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Jump Strong Kick
;嬻拞嫮僉僢僋
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = P2BodyDist Y = [-40,40]
triggerAll = statetype = A
triggerAll = ctrl
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 20
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)

;---------------------------------------------------------------------------
;仏僠僃乕儞梡
;Jump Strong Kick
;嬻拞嫮僉僢僋
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = P2BodyDist Y = [-40,40]
triggerAll = stateno = 600 || stateno = 630 || stateno = 610
TriggerAll = statetype = A
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 21
trigger1 = movecontact
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 55)
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;僗僫僀僷乕傾僒儖僩乮僎乕僕儗儀儖侾乯
;仏儕僼僩屻丒僠僃乕儞
[State -3, S]
type = ChangeState
value = 3100
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
triggerall = power >= 1000
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = P2BodyDist Y = [-40,60]
TriggerAll = EnemyNear,StateType != L
TriggerAll = RoundState = 2
triggerAll = stateno = [600,699]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 35
trigger1 = movecontact
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;僗僷僀儔儖傾儘乕
;仏僉儍儞僙儖梡
[State -3, Sni]
type = ChangeState
value = 1200
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 1
triggerall = power < 1000
TriggerAll = RoundState = 2
triggerAll = stateno = [600,699]
TriggerAll = P2BodyDist X = [0,70]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = statetype = A
TriggerAll = Pos Y > 30
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= Var(59) * 38
trigger1 = movecontact
Trigger2 = Var(59) = [4,6]
Trigger2 = Random <= (800 + (Var(59) - 3) * 65)
trigger2 = movecontact = 1


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;尅惂偲偐妱傝崬傒偲偐
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
;嬻拞搳偘丒Lv1乣3
[State -3, 嬻搳偘]
type = ChangeState
value = 900
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,15]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = EnemyNear,StateType = A
triggerAll = statetype = A && ctrl
Trigger1 = Random >= (990 - Var(59) * 20)

;---------------------------------------------------------------------------
;嬻拞搳偘丒Lv4乣6
[State -3, 嬻搳偘]
type = ChangeState
value = 900
TriggerAll = Var(59) = [4,6]
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,15]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = EnemyNear,StateType = A
triggerAll = statetype = A && ctrl
Trigger1 = Random >= (960 - Var(59) * 35)

;---------------------------------------------------------------------------
;搳偘丒Lv1乣3
[State -3, nage]
type = ChangeState
value = 800
TriggerAll = Var(59) = [1,3]
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,12]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = EnemyNear,Time > 60
triggerAll = statetype != A && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random >= (990 - Var(59) * 20)

;---------------------------------------------------------------------------
;搳偘丒Lv4乣6
[State -3, nage]
type = ChangeState
value = 800
TriggerAll = Var(59) = [4,6]
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,12]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = !InGuardDist
triggerAll = statetype != A && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random >= (960 - Var(59) * 40)

;TriggerAll = (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [120,155])

;---------------------------------------------------------------------------
;仏嬻俛僸僢僩屻
;---------------------------------------------------------------------------
;Stand Light Kick
;棫偪庛僉僢僋
[State -3, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(59) = [3,6]
TriggerAll = var(54) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [-5,12]
TriggerAll = P2BodyDist Y = [-30,0]
TriggerAll = Enemynear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Random <= (400 + Var(59) * 140)
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9
Trigger3 = P2BodyDist X = [-5,7]

;---------------------------------------------------------------------------
;Stand Light Punch
;棫偪庛僷儞僠
[State -3, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) = [3,6]
TriggerAll = var(54) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist y = [-50,0]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = A
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Random <= (400 + Var(59) * 140)
TriggerAll = Var(56) <= 3
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = ((P2BodyDist X = [12,37]) && (Power < 1000)) || ((P2BodyDist X = [12,42]) && (Power >= 1000))
trigger2 = stateno = 200 && time > 9
Trigger2 = P2BodyDist X = [12,30]

;---------------------------------------------------------------------------
;棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = Var(59) = [3,6]
TriggerAll = var(54) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [15,43]
TriggerAll = P2BodyDist Y = [-50,0]
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random <= (400 + Var(59) * 140)

;---------------------------------------------------------------------------
;Standing Strong Kick
;棫偪嫮僉僢僋
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
TriggerAll = Var(59) = [3,6]
TriggerAll = var(54) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [20,65]
TriggerAll = P2BodyDist Y = [-45,0]
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = statetype = S
Trigger1 = Random <= 30 * var(59)
trigger1 = (ctrl || (stateno = 100 && time >= 5))
trigger2 = (stateno = 230) && time > 9
Trigger2 = Random <= (400 + Var(59) * 140)


;---------------------------------------------------------------------------
;Stand Strong Punch
;僠僃乕儞嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = Var(59) = [3,6]
TriggerAll = var(54) = 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [10,35]
TriggerAll = P2BodyDist Y = [-50,0]
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
triggerAll = stateno = 200
Trigger1 = MoveHit = 1
Trigger1 = Random <= (600 + 60 * (Var(59) - 1))
Trigger2 = MoveGuarded = 1
Trigger2 = Random <= (120 - Var(59) * 23)

;---------------------------------------------------------------------------
;Stand Light Kick
;棫偪庛僉僢僋
[State -3, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(59) = [1,3]
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,15]
TriggerAll = P2BodyDist Y = [-40,0]
TriggerAll = Enemynear,StateType != L
TriggerAll = Random <= 40 * Var(59)
TriggerAll = EnemyNear,Time >= 50
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
trigger2 = (stateno = 200) && time > 7
Trigger2 = EnemyNear,MoveType = H
trigger3 = (stateno = 230) && time > 9
Trigger3 = EnemyNear,MoveType = H
Trigger3 = P2BodyDist X = [-5,12]

;---------------------------------------------------------------------------
;Stand Light Kick
;棫偪庛僉僢僋
[State -3, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(59) = [4,6]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,12]
TriggerAll = P2BodyDist Y = [-30,0]
TriggerAll = Enemynear,StateType != L
TriggerAll = Random <= (400 + (Var(59) - 3) * 100)
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = EnemyNear,MoveType != H
trigger2 = (stateno = 200) && time > 7
Trigger2 = EnemyNear,MoveType = H
trigger3 = (stateno = 230) && time > 9
Trigger3 = EnemyNear,MoveType = H
Trigger3 = P2BodyDist X = [-5,7]

;---------------------------------------------------------------------------
;棫偪慜嫮僉僢僋
;仏孅傒僈乕僪曵偟僉儍儞僙儖梡
[State -3,僸乕儖僔儏乕僩]
type = ChangeState
value = 250
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [20,40]
triggerAll = (stateno = [200,299]) || (stateno = [400,499])
TriggerAll = P2BodyDist Y = [-40,0]
triggerAll = stateno != 245
TriggerAll = EnemyNear,StateType = C
trigger1 = stateno != 250 && moveGuarded
Trigger1 = Random <= (Var(59) * 20 + Var(56) * 80)

;---------------------------------------------------------------------------
;Stand Light Punch
;棫偪庛僷儞僠
[State -3, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) = [1,3]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist y = [-50,0]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = Random < var(59) * 40
TriggerAll = EnemyNear,Time >= 50
TriggerAll = Var(56) <= 3
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = P2BodyDist X = [16,50]
Trigger1 = EnemyNear,MoveType != H
trigger2 = stateno = 200 && time > 9
Trigger2 = EnemyNear,MoveType = H
Trigger2 = P2BodyDist X = [16,35]

;---------------------------------------------------------------------------
;Stand Light Punch
;棫偪庛僷儞僠
[State -3, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) = [4,6]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist y = [-50,0]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = A
TriggerAll = Random <= (100 + (Var(59) - 3) * 30)
TriggerAll = Var(56) <= 3
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = ((P2BodyDist X = [16,42]) && (Power < 1000)) || ((P2BodyDist X = [16,47]) && (Power >= 1000))
Trigger1 = EnemyNear,MoveType != H
trigger2 = stateno = 200 && time > 9
Trigger2 = EnemyNear,MoveType = H
Trigger2 = P2BodyDist X = [16,30]

;---------------------------------------------------------------------------
;Standing Strong Kick
;棫偪嫮僉僢僋
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [60,85]
TriggerAll = P2BodyDist Y = [-45,0]
TriggerAll = EnemyNear,StateType != L
TriggerAll = !InguardDist
TriggerAll = EnemyNear,Time >= 50
TriggerAll = statetype = S
Trigger1 = Random <= 30
trigger1 = (ctrl || (stateno = 100 && time >= 5))
Trigger1 = EnemyNear,MoveType = H
trigger2 = (stateno = 230) && time > 9
Trigger2 = EnemyNear,MoveType = H
Trigger2 = Random <= 50

;---------------------------------------------------------------------------
;Crouching Light Punch
;偟傖偑傒庛僷儞僠
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) = [1,3]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = EnemyNear,Time >= 50
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random <= 40 * Var(59)

;---------------------------------------------------------------------------
;Crouching Light Punch
;偟傖偑傒庛僷儞僠
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) = [4,6]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,35]
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random <= (400 + (Var(59) - 3) * 100)

;---------------------------------------------------------------------------
;Crouching Light Kick
;偟傖偑傒庛僉僢僋
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) = [1,3]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = P2BodyDist X = [0,45]
TriggerAll = Random <= 40 * Var(59)
TriggerAll = EnemyNear,Time >= 50
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
Trigger2 = EnemyNear,MoveType = H

;---------------------------------------------------------------------------
;Crouching Light Kick
;偟傖偑傒庛僉僢僋
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) = [4,6]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = P2BodyDist X = [0,37]
TriggerAll = Random <= (400 + (Var(59) - 3) * 100)
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = EnemyNear,MoveType != H
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
Trigger2 = P2BodyDist X = [0,30]
Trigger2 = EnemyNear,MoveType = H

;---------------------------------------------------------------------------
;Crouching Strong Punch
;偟傖偑傒嫮僷儞僠
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [30,60]
TRiggerALl = P2BodyDist Y = [-45,0]
TriggerAll = Enemynear,StateType != L
TriggerAll = EnemyNear,MoveType != A
TriggerAll = EnemyNear,Time >= 50
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random <= Var(59) * 10
trigger2 = stateno = 200 || stateno = 400 
trigger2 = (time > 9) || (movecontact && time > 5)
Trigger2 = Random <= Var(59) * 2

;---------------------------------------------------------------------------
;Crouching Strong Kick
;偟傖偑傒嫮僉僢僋
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = ((var(59) = [4,6]) && Enemynear,MoveType = H) || (var(59) = [1,3])
TriggerAll = Enemynear,StateType = S || EnemyNear,StateType = C
TriggerAll = P2BodyDist X = [0,70]
TriggerAll = Random <= Var(59) * 24
trigger1 = statetype = C && (ctrl || (stateno = 100 && time >= 5))
trigger2 = stateno = 430 && time > 9


;---------------------------------------------------------------------------
;Jump Strong Kick
;嬻拞嫮僉僢僋
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = Enemynear,StateType != L
TriggerAll = Vel Y > 0
triggerAll = statetype = A
TriggerAll = P2BodyDist X = [-20,30 + ((Vel X > 0) && (Vel Y > 0)) * 30]
TriggerAll = P2BodyDist Y = [25 - (Vel Y < 0) * 30,45 + (Vel Y > 0) * 20]
TriggerAll = Random < (60 * Var(59) + (Vel Y > 0) * 550)
TriggerAll = EnemyNear,StateType != L
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Kick
;嬻拞庛僉僢僋
[State -3, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = Vel Y > 0
triggerAll = statetype = A
trigger1 = ctrl
Trigger1 = Enemynear,MoveType != A
Trigger1 = P2BodyDist X = [0,60]
Trigger1 = P2BodyDist Y = [-30,40]
Trigger1 = Random < (Var(59) * 20)

;---------------------------------------------------------------------------
;Jump Light Kick
;嬻拞庛僉僢僋丒僉儍儞僙儖
[State -3, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = Vel Y > 0
triggerAll = statetype = A
trigger1 = stateno = 600
trigger1 = movecontact
Trigger1 = P2BodyDist X = [0,55]
Trigger1 = P2BodyDist Y = [-30,40]
Trigger1 = Random < (40 + Var(59) * 40)

;---------------------------------------------------------------------------
;Jump Light Punch
;嬻拞庛僷儞僠
[State -3, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [0,30]
TriggerAll = P2BodyDist Y = [-20,40]
TriggerAll = Random < (Var(59) * 20)
TriggerAll = Vel Y > 0
triggerAll = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && statetime >= 7

;---------------------------------------------------------------------------
;Jump Strong Punch
;嬻拞嫮僷儞僠
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) = 0
TriggerAll = var(54) = 0
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [-30,48]
TriggerAll = P2BodyDist Y = [-50,50]
TriggerAll = Enemynear,StateType != L
TriggerAll = Vel Y > 0
triggerAll = statetype = A
Trigger1 = !InGuardDist
trigger1 = ctrl
Triggerl = Enemynear,MoveType != A
Trigger1 = Random < (Var(59) * 15)
trigger2 = stateno = 630
trigger2 = movecontact
Trigger2 = Random < (50 + Var(59) * 50)
trigger3 = stateno = 600
Trigger3 = movecontact
Trigger3 = Random < (30 + Var(59) * 40)


;---------------------------------------------------------------------------
;Jump Strong Kick
;嬻拞嫮僉僢僋丒僉儍儞僙儖
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 0
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = Enemynear,StateType != L
TriggerAll = Vel Y > 0
triggerAll = statetype = A
TriggerAll = P2BodyDist X = [-12,25 + ((Vel X > 0) && (Vel Y > 0)) * 25]
TriggerAll = P2BodyDist Y = [25 - (Vel Y < 0) * 30,45 + (Vel Y > 0) * 20]
Trigger1 = StateNo = 610
Trigger1 = Random = [0,350]
Trigger1 = MoveContact
trigger2 = stateno = 600 || stateno = 630
trigger2 = movecontact
Trigger2 = Random < (Var(59) * 10)

;---------------------------------------------------------------------------
;Jump Strong Kick
;嬻拞嫮僉僢僋
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) >= 1
TriggerAll = var(54) = 0
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = Enemynear,StateType != L
TriggerAll = Vel Y > 0
triggerAll = statetype = A
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [50,100]
Trigger1 = P2BodyDist Y = [-40,40]
Trigger1 = Random < (30 + (Var(59) - 1) * 45 - (StateNo = 105) * 75)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僠僃乕儞僐儞儃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
;Stand Strong Punch
;僠僃乕儞嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = Var(59) = [1,3]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [15,40]
TriggerAll = P2BodyDist Y = [-50,0]
TriggerAll = EnemyNear,StateType != L
triggerAll = stateno = 200
TriggerAll = EnemyNear,Time >= 30
Trigger1 = MoveHit
Trigger1 = Random <= (30 + 60 * (Var(59) - 1))
Trigger2 = MoveGuarded
Trigger2 = Random <= (120 - Var(59) * 23)

;---------------------------------------------------------------------------
;Stand Strong Punch
;僠僃乕儞嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = Var(59) = [4,6]
TriggerAll = var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [15,35]
TriggerAll = P2BodyDist Y = [-50,0]
TriggerAll = EnemyNear,StateType != L
triggerAll = stateno = 200
Trigger1 = MoveHit = 1
Trigger1 = Random <= (600 + 60 * (Var(59) - 1))
Trigger2 = MoveGuarded = 1
Trigger2 = Random <= (120 - Var(59) * 23)

;---------------------------------------------------------------------------
; 僷儚乕棴傔 
[State -3,僷儚乕棴傔]
type = null;ChangeState
value = 790
TriggerAll = Var(59) >= 1
TriggerAll = !InGuardDist || Enemynear,MoveType = I
trigger1 = power < 3000 && statetype != A && ctrl
Trigger1 = P2BodyDist X > 150
Trigger1 = Random < (12 * var(59) + (Power < 1000) * 40)

[State -3,僷儚乕棴傔]
type = null;ChangeState
value = 791
TriggerAll = Var(59) >= 1
TriggerAll = !InGuardDist || Enemynear,MoveType = I
trigger1 = power < 3000 && statetype != A && ctrl
Trigger1 = P2BodyDist X > 150
Trigger1 = Random < (12 * var(59) + (Power < 1000) * 40)


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;挻昁嶦媄
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;---------------------------------------------------------------------------
;俛丒僗僷僀儔儖乮僎乕僕儗儀儖俀乯
[State -3,俛偡傁]
type = ChangeState
value = 3300
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = P2BodyDist X = [0,10]
;TriggerAll = EnemyNear,MoveType != H
trigger1 = statetype != A && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < 60 * Var(59)

[State -3,俛偡傁僉儍儞僙儖]
type = ChangeState
value = 3305
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = EnemyNear,StateType = S || EnemyNear,StateType = C
TriggerAll = P2BodyDist X = [0,10]
trigger1 = statetype != A && (hitdefattr = SC, NA, SA)
trigger1 = (stateno != [3200,3299])  && movecontact
Trigger1 = Random < 60 * Var(59)

;---------------------------------------------------------------------------
;僗僫僀僾僽儗僀僇乕乮僎乕僕儗儀儖俀乯
;仏傇偭傁
[State -3,僗僫僀僾僽儗僀僇乕]
type = ChangeState
value = 3600
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = P2BodyDist X = [0,20]
TriggerAll = P2BodyDist Y = [-60,0]
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
Trigger1 = Random < (60 - Var(59) * 10)
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))

;仏僉儍儞僙儖
[State -3,僗僫僀僾僽儗僀僇乕]
type = ChangeState
value = 3600
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = P2BodyDist X = [0,20]
TriggerAll = P2BodyDist Y = [-60,0]
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
triggerAll = statetype != A && (hitdefattr = SC, NA, SA,HA)
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random < (8 * Var(59))
Trigger1 = Enemynear,Time > 50
Trigger2 = Var(59) = [4,6]
Trigger2 = MoveHit = 1
Trigger2 = Random < (75 * Var(59))
trigger3 = MoveGuarded
Trigger3 = Random < (130 - 20 * Var(59))

;---------------------------------------------------------------------------
;僗僫僀僷乕儕僼僩乮僎乕僕儗儀儖侾乯
;仏僉儍儞僙儖
[State -3, S]
type = ChangeState
value = 3000
TriggerAll = Var(59) >= 1
triggerall = power >= 1000
TriggerAll = EnemyNear,Movetype != A
TriggerAll = P2BodyDist X = [0,15]
TriggerAll = EnemyNear,StateType != L
TriggerAll = P2BodyDist Y = [-60,0]
TriggerAll = RoundState = 2
triggerAll = statetype != A && (hitdefattr = SC, NA, SA)
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random < (8 * Var(59))
Trigger1 = Enemynear,Time > 50
Trigger2 = Var(59) = [4,6]
Trigger2 = MoveHit = 1
Trigger2 = Random < (75 * Var(59))
trigger3 = MoveGuarded
Trigger3 = Random < (130 - 26 * Var(59))

;仏懳嬻
[State -3, S]
type = ChangeState
value = 3000
TriggerAll = Var(59) = [4,6]
triggerall = power >= 1000
TriggerAll = P2BodyDist X = [0,17]
TriggerAll = P2BodyDist Y = [-55,0]
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType = A
triggerAll = statetype = S
triggerAll = (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Var(59) = [4,5]
Trigger1 = Random < (50 + (Var(59) - 3) * 25)
Trigger2 = Var(59) = 6
Trigger2 = Random < ((EnemyNear,Vel Y > 0) * 100 + (Enemynear,Vel X > 0) * 50 + 300)


;仏傇偭傁
[State -3, S]
type = ChangeState
value = 3000
TriggerAll = Var(59) >= 1
triggerall = power >= 1000
TriggerAll = P2BodyDist X = [0,18]
TriggerAll = P2BodyDist Y = [-60,0]
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
trigger1 = statetype = S
trigger1 = (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < (60 - Var(59) * 10)


;---------------------------------------------------------------------------
;僗僺儞僪儔僀僽僗儅僢僔儍乕乮僎乕僕儗儀儖俀乯

;仏僉儍儞僙儖敪摦
[State -3, S]
type = ChangeState
value = 3500
TriggerAll = Var(59) = [1,3]
triggerall = power >= 2000
Triggerall = EnemyNear,Movetype != A
Triggerall = P2BodyDist X = [15,65]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,P2StateType = C)
TriggerAll = RoundState = 2
triggerAll = statetype != A && (hitdefattr = SC, NA, SA,HA)
TriggerAll = Enemynear,Time > 50
Trigger1 = MoveHit
Trigger1 = Random < (25 * Var(59))
Trigger1 = Enemynear,Time >= 35
trigger2 = MoveGuarded
Trigger2 = Random < (140 - 25 * Var(59))

;仏僉儍儞僙儖敪摦丒俀
[State -3, S]
type = ChangeState
value = 3500
TriggerAll = Var(59) = [4,6]
triggerall = power >= 2000
Triggerall = EnemyNear,Movetype != A
Triggerall = P2BodyDist X = [20,80]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,P2StateType = C)
TriggerAll = RoundState = 2
triggerAll = statetype != A && (hitdefattr = SC, NA, SA,HA)
trigger1 = MoveHit = 1
Trigger1 = Random < (140 * Var(59) + (StateNo = 210) * 100)
trigger2 = MoveGuarded = 1
Trigger2 = Random < (140 - 25 * Var(59))

;仏傇偭傁
[State -3, S]
type = ChangeState
value = 3500
TriggerAll = Var(59) >= 1
triggerall = power >= 2000
Triggerall = P2BodyDist X = [0,55]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
TriggerAll = RoundState = 2
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < (35 - Var(59) * 5)


;仏挻斀墳嵎偟崬傒
[State -3, S]
type = ChangeState
value = 3500
TriggerAll = Var(59) = [4,6]
triggerall = power >= 2000
Triggerall = P2BodyDist X = [0,50]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
TriggerAll = RoundState = 2
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < (17 * (Var(59) - 3))

;---------------------------------------------------------------------------
;仏仏僗僺儞僪儔僀僽僗儅僢僔儍乕乮僎乕僕儗儀儖侾乯

;仏僉儍儞僙儖敪摦
[State -3, S]
type = ChangeState
value = 3200
TriggerAll = Var(59) = [1,3]
triggerall = power >= 1000
Triggerall = EnemyNear,Movetype != A
Triggerall = P2BodyDist X = [15,45]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,P2StateType = C)
TriggerAll = RoundState = 2
triggerAll = statetype != A && (hitdefattr = SC, NA, SA)
triggerAll = stateno != [3200,3299]
TriggerAll = Enemynear,Time > 50
Trigger1 = MoveHit
Trigger1 = Random < (25 * Var(59))
Trigger1 = Enemynear,Time >= 35
trigger2 = MoveGuarded
Trigger2 = Random < (140 - 25 * Var(59))

;仏僉儍儞僙儖敪摦丒俀
[State -3, S]
type = ChangeState
value = 3200
TriggerAll = Var(59) = [4,6]
triggerall = power >= 1000
Triggerall = EnemyNear,Movetype != A
Triggerall = P2BodyDist X = [20,70]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,P2StateType = C)
TriggerAll = RoundState = 2
triggerAll = statetype != A && (hitdefattr = SC, NA, SA)
triggerAll = stateno != [3200,3299] 
trigger1 = MoveHit = 1
Trigger1 = Random < (140 * Var(59) + (StateNo = 210) * 100)
trigger2 = MoveGuarded = 1
Trigger2 = Random < (140 - 25 * Var(59))

;仏傇偭傁
[State -3, S]
type = ChangeState
value = 3200
TriggerAll = Var(59) >= 1
triggerall = power >= 1000
Triggerall = P2BodyDist X = [0,40]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
TriggerAll = RoundState = 2
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < (35 - Var(59) * 5)


;仏挻斀墳嵎偟崬傒
[State -3, S]
type = ChangeState
value = 3200
TriggerAll = Var(59) = [4,6]
triggerall = power >= 1000
Triggerall = P2BodyDist X = [0,45]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
TriggerAll = RoundState = 2
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < (17 * (Var(59) - 3))

;---------------------------------------------------------------------------
;僗僫僀僷乕傾僒儖僩乮僎乕僕儗儀儖侾乯

;仏僉儍儞僙儖
[State -3, S]
type = ChangeState
value = 3100
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 0
TriggerAll = var(54) = 0
triggerall = power >= 1000
TriggerAll = EnemyNear,movetype != A
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = P2BodyDist Y = [-40,60]
TriggerAll = EnemyNear,StateType != L
TriggerAll = RoundState = 2
triggerAll = stateno = [600,699]
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random < (17 * Var(59))
Trigger1 = EnemyNear,Time > 30
Trigger2 = Var(59) = [4,6]
Trigger2 = MoveHit = 1
Trigger2 = Random < (100 * Var(59))
trigger3 = MoveGuarded
Trigger3 = Random < (170 - 30 * Var(59))

;仏傇偭傁
[State -3, S]
type = ChangeState
value = 3100
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 0
TriggerAll = var(54) = 0
triggerall = power >= 1000
TriggerAll = P2BodyDist X = [0,35]
TriggerAll = P2BodyDist Y = [-40,60]
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
triggerAll = statetype = A && ctrl
Trigger1 = Var(59) = [1,3]
Trigger1 = Random < (50 - Var(59) * 4)
Trigger1 = EnemyNear,Time > 50
Trigger2 = Var(59) = [4,5]
Trigger2 = Random < (50 - Var(59) * 4)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;堏摦偲偐
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;僟僢僔儏
[State -3, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(59) >= 1
TriggerAll = StateNo != [100,106]
TriggerAll = RoundState = 2
triggerAll = statetype = S && ctrl
TriggerAll = EnemyNear,StateType != L
TriggerAll = !InGuardDist || EnemyNear,MoveType != A
;Trigger1 = P2BodyDist X >= 150
Trigger1 = P2BodyDist X >= 80
Trigger1 = Random <= (450 + Var(59) * 70)
;Trigger2 = P2BodyDist X = [80,150]
;Trigger2 = Random >= 650

;---------------------------------------------------------------------------

;--------------------------------------------------------------------------
;捠忢僕儍儞僾
[State -3, AI梡僕儍儞僾丒捠忢]
type = ChangeState
value = 41
TriggerAll = Var(59) >= 1
TriggerAll = Var(54) = 0
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = StateType = S || StateType = C
TriggerAll = Ctrl || StateNo = 19
TriggerAll = EnemyNear,StateType != L
TriggerAll = !InGuardDist || EnemyNear,MoveType = I
;Trigger1 = P2BodyDist X >= 100
;Trigger1 = Random > 550
Trigger1 = P2BodyDist X = [30,50]
Trigger1 = Random < (var(59) * 10); + (EnemyNear,Vel X < 0) * 30)
Trigger2 = P2BodyDist X = [0,40]
Trigger2 = Random > ((990 - var(59) * 2) - (EnemyNear,Vel X < 0) * 20)
Trigger3 = StateNo = [99,100]
Trigger3 = P2BodyDist X = [60,100]
Trigger3 = Random > (995 - var(59) * 3)


;Trigger1 = BackEdgeBodyDist < 20
;Trigger1 = Random < Var(59) * 160


;---------------------------------------------------------------------------
;捠忢曕峴
[State -3, AI梡曕峴]
Type = Changestate
Value = 19
TriggerAll = Var(59) >= 2
TriggerAll = StateNo != [99,106]
TriggerAll = RoundState = 2
TriggerAll = Alive
;TriggerAll = !InGuardDist
TriggerAll = Ctrl
TriggerAll = StateType = S
TriggerAll = EnemyNear,StateType != L
;TriggerAll = EnemyNear,MoveType = I
TriggerAll = Random <= (700 + 50 * Var(59))
Trigger1 = (FrontEdgeBodyDist >= 20) || (BackEdgeBodyDist >= 20)
;Trigger2 = (FrontEdgeBodyDist < 20) && (BackEdgeBodyDist >= 20)
;Trigger3 = (FrontEdgeBodyDist >= 20) && (BackEdgeBodyDist < 20)

;---------------------------------------------------------------------------
;憡庤僟僂儞帪
[State -3, AI梡曕峴丒憡庤僟僂儞帪]
Type = Changestate
Value = 19
TriggerAll = Var(59) >= 2
TriggerAll = StateNo != [99,106]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = Ctrl
TriggerAll = StateType = S
Trigger1 = Random <= (700 + 50 * Var(59))
Trigger1 = P2StateType = L
;Trigger1 = P2BodyDist X =  [1,120]

;===========================================================================
;仏捠忢昁嶦媄娭楢
;===========================================================================

;---------------------------------------------------------------------------

;僗僫僀僺儞僌傾儘乕嫮
;仏僉儍儞僙儖梡
[State -3, Sni]
type = ChangeState
value = 1010
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerAll = stateno != 440
TriggerAll = EnemyNear,StateType = S
TriggerAll = EnemyNear,MoveType = H
TriggerAll = StateType != A
triggerAll = (stateno = [200,299]) || (stateno = [400,499])
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random <= (10 + 10 * (Var(59) - 1))
Trigger2 = Var(59) = [4,6]
trigger2 = (StateNo = 210) || (StateNo = 240)
Trigger2 = MoveHit
Trigger2 = Random <= (300 + 60 * Var(59))
trigger3 = MoveGuarded
Trigger3 = Random < (90 - 17.5 * Var(59))


;仏傇偭傁
[State -3, Sni]
type = ChangeState
value = 1010
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
TriggerAll = StateType != A
triggerAll = (ctrl || (stateno = 100 && time >= 5))
TriggerAll = P2BodyDist X >= 130
Trigger1 = Random < (40 - Var(59) * 7.5)

;---------------------------------------------------------------------------

;僗僫僀僺儞僌傾儘乕庛
;仏僉儍儞僙儖梡
[State -3, Sni]
type = ChangeState
value = 1000
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerAll = (stateno = [200,299]) || (stateno = [400,499])
triggerAll = stateno != 440
TriggerAll = EnemyNear,StateType = S
TriggerAll = EnemyNear,MoveType = H
TriggerAll = StateType != A
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random <= (10 + 10 * (Var(59) - 1))
Trigger2 = Var(59) = [4,6]
trigger2 = (stateno = 210) || (StateNo = 240)
Trigger2 = MoveHit = 1
Trigger2 = Random <= (300 + 60 * Var(59))
trigger3 = MoveGuarded
Trigger3 = Random < (90 - 17.5 * Var(59))


;仏傇偭傁
[State -3, Sni]
type = ChangeState
value = 1000
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
TriggerAll = StateType != A
triggerAll = (ctrl || (stateno = 100 && time >= 5))
TriggerAll = P2BodyDist X >= 100
Trigger1 = Random < (40 - Var(59) * 7.5)

;---------------------------------------------------------------------------
;僉儍僲儞僗僷僀僋庛

;仏僉儍儞僙儖
[State -3, Spi]
type = ChangeState
value = 1100
TriggerAll = Var(59) >= 1
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerAll = (stateno = [200,299]) || (stateno = [400,499])
triggerAll = stateno != 440
TriggerAll = P2BodyDist X = [0,20]
TriggerAll = P2BodyDist Y = [-60,0]
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random < (30 * Var(59))
Trigger1 = Enemynear,Time > 50
Trigger2 = Var(59) = [4,6]
Trigger2 = MoveHit = 1
Trigger2 = Random <= (60 + 60 * (Var(59) - 1))
trigger3 = MoveGuarded
Trigger3 = Random < (120 - 23 * Var(59))


;仏傇偭傁
[State -3, Spi]
type = ChangeState
value = 1100
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = P2BodyDist Y = [-90,0]
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
;TriggerAll = !InGuardDist
TriggerAll = statetype != A
Trigger1 = Var(59) = [1,5]
Trigger1 = Random < (50 - Var(59) * 9)

;---------------------------------------------------------------------------
;僉儍僲儞僗僷僀僋嫮

;仏僉儍儞僙儖
[State -3, Spi]
type = ChangeState
value = 1110
TriggerAll = Var(59) >= 1
TriggerAll = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerAll = (stateno = [200,299]) || (stateno = [400,499])
triggerAll = stateno != 440
TriggerAll = P2BodyDist X = [0,25]
TriggerAll = P2BodyDist Y = [-50,0]
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random < (30 * Var(59))
Trigger1 = Enemynear,Time > 50
Trigger2 = Var(59) = [4,6]
Trigger2 = MoveHit = 1
Trigger2 = Random <= (60 + 60 * (Var(59) - 1))
trigger3 = MoveGuarded
Trigger3 = Random < (120 - 23 * Var(59))


;仏傇偭傁
[State -3, Spi]
type = ChangeState
value = 1110
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [0,37]
TriggerAll = P2BodyDist Y = [-75,0]
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
;TriggerAll = !InGuardDist
TriggerAll = statetype != A
Trigger1 = Var(59) = [1,5]
Trigger1 = Random < (50 - Var(59) * 9)

;---------------------------------------------------------------------------

;僗僷僀儔儖傾儘乕
;仏僉儍儞僙儖梡
[State -3, 僗僷僀儔儖傾儘乕]
type = ChangeState
value = 1200
TriggerAll = Var(59) >= 1
TriggerAll = Var(57) = 0
TriggerAll = RoundState = 2
triggerAll = stateno = [600,699]
TriggerAll = P2BodyDist X = [0,70]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = statetype = A
TriggerAll = Pos Y > 30
Trigger1 = Var(59) = [1,3]
Trigger1 = MoveHit
Trigger1 = Random < (30 * Var(59))
Trigger1 = EnemyNear,Time >= 30
Trigger2 = Var(59) = [4,6]
Trigger2 = MoveHit = 1
Trigger2 = Random <= (30 + 60 * Var(59))
trigger3 = MoveGuarded
Trigger3 = Random < (120 - 23 * Var(59))

;僗僷僀儔儖傾儘乕
;仏驸斀墳
[State -3, 僗僷僀儔儖傾儘乕]
type = ChangeState
value = 1200
TriggerAll = Var(59) = [4,6]
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,70]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = EnemyNear,StateType != L
;TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
triggerAll = statetype = A
TriggerAll = Pos Y > 30
TriggerAll = Ctrl
Trigger1 = Var(59) = [4,5]
Trigger1 = Random <= 30 * (Var(59) - 3)
Trigger2 = Var(59) = 6
Trigger2 = Random <= 250


;僗僷僀儔儖傾儘乕
;仏傇偭傁
[State -3, 僗僷僀儔儖傾儘乕]
type = ChangeState
value = 1200
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [0,70]
TriggerAll = P2BodyDist Y = [-30,30]
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
triggerAll = statetype = A
TriggerAll = Pos Y > 30
triggerAll = ctrl
TriggerAll = EnemyNear,Time>=50
Trigger1 = Var(59) = [1,5]
Trigger1 = Random <= (50 - 15 * Var(59))

;===========================================================================

;Standing Strong Kick F
;棫偪慜嫮僉僢僋

;仏捠忢僉儍儞僙儖梡
[State -3, Standing Strong Kick]
type = null;ChangeState
value = 250
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
triggerAll = (stateno = [200,299]) || (stateno = [400,499])
TriggerAll = P2BodyDist X = [20,40]
TriggerAll = P2BodyDist Y = [-40,0]
triggerAll = stateno != 250
TriggerAll = EnemyNear,StateType = C
Trigger1 = MoveHit = 1
Trigger1 = Random <= Var(59) * 3

;仏傇偭傁
[State -3, Standing Strong Kick]
type = ChangeState
value = 250
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [20,40]
TriggerAll = P2BodyDist Y = [-40,0]
Trigger1 = Var(59) = [1,3]
trigger1 = statetype = S && (ctrl || (stateno = 100 && time >= 5))
Trigger1 = Random < (20 - 6 * Var(59))


;---------------------------------------------------------------------------
;Taunt
;挧敪
[State -3, Taunt]
type = ChangeState
value = 195
TriggerAll = Var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X >= 150
TriggerAll = Random >= (950 - Var(59) * 10)
TriggerAll = (enemy,life <= 300) && (life >= 500)
trigger1 = statetype != A && (ctrl || (stateno = 100 && time >= 5))

