;-| 超必殺技 |-----------------------------------------------------------

[Command]
name = "hercules_x"
command = ~D,DF, F, D,DF, x
time = 24

[Command]
name = "hercules_y"
command = ~D,DF, F, D,DF,y
time = 24

[Command]
name = "hercules_z"
command = ~D,DF, F, D,DF,z
time = 24

[Command]
name = "giga_x"
command = ~B, D, F, U, B, D, F, U, x
time = 50

[Command]
name = "giga_x"
command = ~D, F, U, B, D, F, U, B, x
time = 50

[Command]
name = "giga_x"
command = ~F, U, B, D, F, U, B, D, x
time = 50

[Command]
name = "giga_x"
command = ~U, B, D, F, U, B, D, F, x
time = 50

[Command]
name = "giga_x"
command = ~B, U, F, D, B, U, F, D, x
time = 50

[Command]
name = "giga_x"
command = ~U, F, D, B, U, F, D, B, x
time = 50

[Command]
name = "giga_x"
command = ~F, D, B, U, F, D, B, U, x
time = 50

[Command]
name = "giga_x"
command = ~D, B, U, F, D, B, U, F, x
time = 50

[Command]
name = "giga_y"
command = ~B, D, F, U, B, D, F, U, y
time = 50

[Command]
name = "giga_y"
command = ~D, F, U, B, D, F, U, B, y
time = 50

[Command]
name = "giga_y"
command = ~F, U, B, D, F, U, B, D, y
time = 50

[Command]
name = "giga_y"
command = ~U, B, D, F, U, B, D, F, y
time = 50

[Command]
name = "giga_y"
command = ~B, U, F, D, B, U, F, D, y
time = 50

[Command]
name = "giga_y"
command = ~U, F, D, B, U, F, D, B, y
time = 50

[Command]
name = "giga_y"
command = ~F, D, B, U, F, D, B, U, y
time = 50

[Command]
name = "giga_y"
command = ~D, B, U, F, D, B, U, F, y
time = 50

[Command]
name = "giga_z"
command = ~B, D, F, U, B, D, F, U, z
time = 50

[Command]
name = "giga_z"
command = ~D, F, U, B, D, F, U, B, z
time = 50

[Command]
name = "giga_z"
command = ~F, U, B, D, F, U, B, D, z
time = 50

[Command]
name = "giga_z"
command = ~U, B, D, F, U, B, D, F, z
time = 50

[Command]
name = "giga_z"
command = ~B, U, F, D, B, U, F, D, z
time = 50

[Command]
name = "giga_z"
command = ~U, F, D, B, U, F, D, B, z
time = 50

[Command]
name = "giga_z"
command = ~F, D, B, U, F, D, B, U, z
time = 50

[Command]
name = "giga_z"
command = ~D, B, U, F, D, B, U, F, z
time = 50

;-| 必殺技 |-----------------------------------------------------------

[Command]
name = "tackle_x"
command = ~D, DF, F, x
time = 12

[Command]
name = "tackle_y"
command = ~D, DF, F, y
time = 12

[Command]
name = "tackle_z"
command = ~D, DF, F, z
time = 12


[Command]
name = "gaia_x"
command = ~B, D, F, U, x
time = 26

[Command]
name = "gaia_x"
command = ~D, F, U, B, x
time = 26

[Command]
name = "gaia_x"
command = ~F, U, B, D, x
time = 26

[Command]
name = "gaia_x"
command = ~U, B, D, F, x
time = 26

[Command]
name = "gaia_x"
command = ~B, U, F, D, x
time = 26

[Command]
name = "gaia_x"
command = ~U, F, D, B, x
time = 26

[Command]
name = "gaia_x"
command = ~F, D, B, U, x
time = 26

[Command]
name = "gaia_x"
command = ~D, B, U, F, x
time = 26

[Command]
name = "gaia_y"
command = ~B, D, F, U, y
time = 26

[Command]
name = "gaia_y"
command = ~D, F, U, B, y
time = 26

[Command]
name = "gaia_y"
command = ~F, U, B, D, y
time = 26

[Command]
name = "gaia_y"
command = ~U, B, D, F, y
time = 26

[Command]
name = "gaia_y"
command = ~B, U, F, D, y
time = 26

[Command]
name = "gaia_y"
command = ~U, F, D, B, y
time = 26

[Command]
name = "gaia_y"
command = ~F, D, B, U, y
time = 26

[Command]
name = "gaia_y"
command = ~D, B, U, F, y
time = 26

[Command]
name = "gaia_z"
command = ~B, D, F, U, z
time = 26

[Command]
name = "gaia_z"
command = ~D, F, U, B, z
time = 26

[Command]
name = "gaia_z"
command = ~F, U, B, D, z
time = 26

[Command]
name = "gaia_z"
command = ~U, B, D, F, z
time = 26

[Command]
name = "gaia_z"
command = ~B, U, F, D, z
time = 26

[Command]
name = "gaia_z"
command = ~U, F, D, B, z
time = 26

[Command]
name = "gaia_z"
command = ~F, D, B, U, z
time = 26

[Command]
name = "gaia_z"
command = ~D, B, U, F, z
time = 26

[Command]
name = "mars_x"
command = ~F, D, DF, x
time = 18

[Command]
name = "mars_y"
command = ~F, D, DF, y
time = 18

[Command]
name = "mars_z"
command = ~F, D, DF, z
time = 18

;-| ２回押し技 |-----------------------------------------------------------
[Command]
name = "longjump"
command = $D, $U
time = 10

[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| ２〜３個のボタン同時押し技 |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

[Command]
name = "ab"
command = a+b
time = 1

[Command]
name = "bc"
command = b+c
time = 1

[Command]
name = "ac"
command = a+c
time = 1

[Command]
name = "ax"
command = a+x
time = 1

[Command]
name = "by"
command = b+y
time = 1

[Command]
name = "cz"
command = c+z
time = 1

;-| ボタン設定 |-----------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "s"
command = s
time = 1

[Command];（ブロッキング用）
name = "fwd"
command = F
time = 1

[Command];（レバガチャ用）
name = "back"
command = B
time = 1

[Command];（グルーヴセレクト用）
name = "up"
command = U
time = 1

[Command];（グルーヴセレクト・ブロッキング用）
name = "down"
command = D
time = 1

[Command];（ジャストディフェンス用）
name = "backdown"
command = DB
time = 1

;----------------------------- レバガチャ
[Command]
name = "random"
command = x
time = 1

[Command]
name = "random"
command = y
time = 1

[Command]
name = "random"
command = z
time = 1

[Command]
name = "random"
command = a
time = 1

[Command]
name = "random"
command = b
time = 1

[Command]
name = "random"
command = c
time = 1

[Command]
name = "random2"
command = F
time = 1

[Command]
name = "random2"
command = DF
time = 1

[Command]
name = "random2"
command = D
time = 1

[Command]
name = "random2"
command = DB
time = 1

[Command]
name = "random2"
command = B
time = 1

[Command]
name = "random2"
command = UB
time = 1

[Command]
name = "random2"
command = U
time = 1

[Command]
name = "random2"
command = UF
time = 1

;-| ボタン押しっぱなし設定 |-----------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

[Command]
name = "hold_y"
command = /y
time = 1

[Command]
name = "hold_z"
command = /z
time = 1

[Command]
name = "hold_a"
command = /a
time = 1

[Command]
name = "hold_b"
command = /b
time = 1

[Command]
name = "hold_c"
command = /c
time = 1
;-| 方向キー押しっぱなし設定 |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 下の記述↓は絶対に消さないでください。
[Statedef -1]

;------------------------------
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (fvar(38) = 0)
trigger1 = Random <= ((AILevel-2)*100)
fv = 38
value = 1

[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = fvar(38) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
fv = 38
value = 0

;===========================================================================
;キャンセル設定

[State -1]
type = Varset
trigger1 = var(3)>0
var(3)=0
ignorehitpause=1

;通常技→必殺技
[State -1,special]
type = VarSet
triggerall = !var(21) && movecontact && !var(3) && fvar(21) && !(fvar(37)&&ceil(fvar(13))%512>255)
triggerall = !(prevstateno=200&&(stateno!=[200,205])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)
triggerall = (prevstateno!=[210,215])&&(prevstateno!=[220,225])&&(prevstateno!=[230,235])&&(prevstateno!=[240,245])&&(prevstateno!=[250,255])
triggerall = !(prevstateno=400&&(stateno!=[200,205])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)&&prevstateno!=410&&prevstateno!=420&&prevstateno!=430&&prevstateno!=440&&prevstateno!=450
triggerall = prevstateno!=600&&prevstateno!=610&&prevstateno!=620&&prevstateno!=630&&prevstateno!=640&&prevstateno!=650
trigger1 = (StateNo=200 && AnimElemTime(6)<=0) || StateNo=230 || StateNo=240 || (StateNo=420 && AnimElemTime(3)<=0) || StateNo=930
var(3)=1
ignorehitpause = 1

;通常技→スーパーコンボ（超必殺技）
[State -1,super]
type = VarSet
triggerall = !var(21) && movecontact && !var(3) && fvar(21) && !(fvar(37)&&ceil(fvar(13))%512>255)
triggerall = !(prevstateno=200&&(stateno!=[200,205])&&(stateno!=[210,215])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)
triggerall = (prevstateno!=[210,215])&&(prevstateno!=[220,225])&&(prevstateno!=[230,235])&&(prevstateno!=[240,245])&&(prevstateno!=[250,255])
triggerall = !(prevstateno=400&&(stateno!=[200,205])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)&&prevstateno!=410&&prevstateno!=420&&prevstateno!=430&&prevstateno!=440&&prevstateno!=450
triggerall = prevstateno!=600&&prevstateno!=610&&prevstateno!=620&&prevstateno!=630&&prevstateno!=640&&prevstateno!=650
trigger1 = StateNo=210
var(3)=2
ignorehitpause = 1

;通常技→必殺技
[State -1,special]
type = VarSet
triggerall = !var(21) && movecontact && !var(3) && !fvar(21) && !(fvar(37)&&ceil(fvar(13))%512>255)
triggerall = !(prevstateno=200&&(stateno!=[200,205])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)
triggerall = (prevstateno!=[210,215])&&(prevstateno!=[220,225])&&(prevstateno!=[230,235])&&(prevstateno!=[240,245])&&(prevstateno!=[250,255])
triggerall = !(prevstateno=400&&(stateno!=[200,205])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)&&prevstateno!=410&&prevstateno!=420&&prevstateno!=430&&prevstateno!=440&&prevstateno!=450
triggerall = prevstateno!=600&&prevstateno!=610&&prevstateno!=620&&prevstateno!=630&&prevstateno!=640&&prevstateno!=650
trigger1 = (StateNo=200 && AnimElemTime(6)<=0) || (StateNo=230&&AnimElemTime(4)<0) || (StateNo=240&&AnimElemTime(5)<0) || (StateNo=420 && AnimElemTime(3)<=0) || (StateNo=930&&AnimElemTime(5)<0)
var(3)=1
ignorehitpause = 1

;通常技→スーパーコンボ（超必殺技）
[State -1,super]
type = VarSet
triggerall = !var(21) && movecontact && !var(3) && !fvar(21) && !(fvar(37)&&ceil(fvar(13))%512>255)
triggerall = !(prevstateno=200&&(stateno!=[200,205])&&(stateno!=[210,215])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)
triggerall = (prevstateno!=[210,215])&&(prevstateno!=[220,225])&&(prevstateno!=[230,235])&&(prevstateno!=[240,245])&&(prevstateno!=[250,255])
triggerall = !(prevstateno=400&&(stateno!=[200,205])&&(stateno!=[230,235])&&stateno!=400&&stateno!=430)&&prevstateno!=410&&prevstateno!=420&&prevstateno!=430&&prevstateno!=440&&prevstateno!=450
triggerall = prevstateno!=600&&prevstateno!=610&&prevstateno!=620&&prevstateno!=630&&prevstateno!=640&&prevstateno!=650
trigger1 = (StateNo=210 && AnimElemTime(7)<=0)
var(3)=2
ignorehitpause = 1

;通常技→必殺技（キャンセルエニィムーブ）
[State -1,super]
type = VarSet
triggerall = movecontact && !var(3) && fvar(37) && ceil(fvar(13))%512>255
trigger1 = (StateNo=[200,799])&&!var(21)
trigger2 = stateno=[920,930]
var(3)=1
ignorehitpause = 1

;空振りキャンセル
[State -1]
type = VarSet
triggerall = !var(3)
triggerall = (prevstateno!=[200,799])
trigger1 = ((StateNo=[200,799])||(stateno=[920,930]))&& ifelse(var(56)>0&&(StateNo=[200,799]),1,time<5) && !movecontact
var(3)=3
ignorehitpause = 1

;オリコン中
[State -1,oricom]
type = VarSet
triggerall = var(56)>0 && movecontact && !var(3)
trigger1 = ((StateNo=[200,799]) || (StateNo=[1000,1999]))
var(3)=4
ignorehitpause = 1

;LV2キャンセル
[State -1,oricom]
type = VarSet
triggerall = (movehit||var(13)=1) && !var(3) && var(1)=1 && Statetype!=A
trigger1 = StateNo=3010
var(3)=5
ignorehitpause = 1

;スーパーコンボキャンセル
[State -1,oricom]
type = VarSet
triggerall = fvar(37) && ceil(fvar(13))%256>127
triggerall = numtarget
triggerall = (StateNo=[1000,2099]) && !var(3) && !var(21)
trigger1 = movehit
var(3)=6
ignorehitpause = 1

;戻り動作用
[state -1]
type = CtrlSet
trigger1 = (((Stateno=[200,2999])&&!(stateno=950&&Anim=950)&&(stateno!=[1351,1353]) && stateno!=2400)||(stateno=[3000,3020])||stateno=3100||stateno=3110||stateno=3120||Stateno=3154) && AnimTime=-1 && Statetype!=A && time>5
value = 1

;戻り動作用
[state -1]
type = ChangeState
trigger1 = (((Stateno=[200,2999])&&!(stateno=950&&Anim=950) && (stateno!=[1351,1353])&&stateno!=2400)||(stateno=[3000,3020])||stateno=3100||stateno=3110||stateno=3120||Stateno=3154) && AnimTime=0 && Statetype!=A && time>5
value = ifelse(Statetype=C,11,0)
ctrl = 1
;=====================================================================
; cpu Function
;=====================================================================
;
[State -1]
type = VarRandom
triggerall = fvar(38)=1 && enemynear,statetype!=A
trigger1 = gametime%30=0 || StateNo=900 ||  StateNo=40
v = 54
range = 0,999

;-----------CPU-----------------
;===========オリジナルコンボ中=======
;オリジナルコンボ発動
[state -1,clp]
type = ChangeState
value = 2400
triggerall = fvar(38) && P2statetype!=L && statetype!=A && !var(21) && var(59)=1 && Power>=3000 && roundstate=2
triggerall = (P2statetype!=A||(enemynear,Vel Y<0 && enemynear,Pos Y>-40))
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])) && Abs(P2bodydist X)<20 && ifelse(enemy,life<100||(fvar(33)=[1,3])||(fvar(36)=[0,6]),random%4=1,random%5=1)

;立ち弱キック
[State -1]
type = ChangeState
value = 230
triggerall = fvar(38) && P2statetype!=L && statetype!=A && var(21)
triggerall = (P2statetype!=A||(enemynear,Vel Y<0 && enemynear,Pos Y>-40))
trigger1 = random%4=1 && P2bodydist X<=40 && (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))

;立ち中キック
[State -1]
type = ChangeState
value = 240
triggerall = fvar(38) && P2statetype!=L && statetype!=A && var(21)
triggerall = (P2statetype!=A||(enemynear,Vel Y<0 && enemynear,Pos Y>-40))
trigger1 = P2bodydist X<=50 && stateno=230 && movecontact && var(3)=4 && var(16)=1

;立ち強K
[State -1]
type = ChangeState
value = 250
triggerall = fvar(38) && P2statetype!=L && statetype!=A && var(21)
triggerall = (P2statetype!=A||(enemynear,Vel Y<0 && enemynear,Pos Y>-40))
trigger1 = var(56)>40 && P2bodydist X<=50 && stateno=1020 && var(3)=4 && movehit && var(16)=4

;ショルダー・タックル・強
[State -1]
type = ChangeState
value = 1020
triggerall = fvar(38) && P2statetype!=L && statetype!=A && var(21)
triggerall = (P2statetype!=A||(enemynear,Vel Y<0 && enemynear,Pos Y>-40))
trigger1 = var(56)>40 && P2bodydist X<=ifelse(stateno=1020,40,70) && (stateno=240||stateno=250||(stateno=1020 && time>ifelse(var(16)>=7,22,10))) && var(3)=4
trigger1 = (var(16)=2||var(16)>=5||!var(16)) && movecontact

;ヘラクレス・ラッシュLV.1
[State -1]
type = ChangeState
value = 3000
triggerall = fvar(38) && P2statetype!=L && statetype!=A && var(21)
triggerall = (P2statetype!=A||(enemynear,Vel Y<0 && enemynear,Pos Y>-40))
trigger1 = var(56)<=40 && random%2=1 && P2bodydist X<=80 && (stateno=250||stateno=1020) && var(3)=4 && movehit

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

;ギガス・ドライバーLV.3
[State -1,giga]
type = ChangeState
value = 3120
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A && !var(42)
triggerall = (!var(59) && Power>=3000)||(var(59)=4 && var(22))||((var(59)=2||var(59)=5)&&Power>=3000)||(var(59)=3 && var(22) && (100*Life/const(data.life)<=30))
triggerall = ifelse(!var(59),enemy,life>280,1)
triggerall = P2dist X<=96 && P2dist X>0 && p2moveType != H
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])||(stateno=52&&time>=2))
trigger1 = (stateno=52 || prevstateno=52 || prevstateno=105 || prevstateno=900 || prevstateno=1020 ||fvar(33)=1 || fvar(36))
trigger1 = ifelse(fvar(33),random%13<3,random%5<4) && ifelse((var(59)=[3,5]),var(54)%5<ifelse(var(59)=4,2,3),var(54)%8<3)

;ギガス・ドライバーLV.2
[State -1,giga]
type = ChangeState
value = 3110
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A && !var(42)
triggerall = !var(59) && Power>=2000 && enemy,life>180
triggerall = P2dist X<=96 && P2dist X>0 && P2moveType != H
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])||(stateno=52&&time>=2))
trigger1 = (stateno=52 || prevstateno=52 || prevstateno=105 || prevstateno=900 || prevstateno=1020 ||fvar(33)=1 || fvar(36))
trigger1 = ifelse(fvar(33),random%13<3,random%5<4) && var(54)%8<3

;ギガス・ドライバーLV.1
[State -1,giga]
type = ChangeState
value = 3100
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A && !var(42)
triggerall = (((!var(59)||var(59)=4) && Power>=1000 && !var(22)) || (var(59)=1 && Power>=1500)) || (var(59)=3 && ((var(22)&&(100*Life/const(data.life))>30)||(!var(22) && ((100*Life/const(data.life))<=30))))
triggerall = P2dist X<=96 && P2dist X>0 && P2moveType != H
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
triggerall = !fvar(36)||fvar(36)>15||fvar(36)<-21
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])||(stateno=52&&time>=2))
trigger1 = (stateno=52 || prevstateno=52 || prevstateno=105 || prevstateno=900 || prevstateno=1020 ||fvar(33)=1 || fvar(36))
trigger1 = ifelse(fvar(33),random%13<3,random%5<4) && ifelse(var(59)=3,var(54)%7<5,var(54)%3=0)

;ヘラクレス・ラッシュLV.3
[State -1,tackle_z]
type = ChangeState
value = 3020
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A
triggerall = (!var(59) && Power>=3000)||(var(59)=4 && var(22))||((var(59)=2||var(59)=5)&&Power>=3000)||(var(59)=3 && var(22) && (100*Life/const(data.life)<=30))
triggerall = ifelse(!var(59),enemy,life>210,1)
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = P2bodydist X<=100 && P2dist X>0
trigger1 = stateno=420 && var(3)=1 && fvar(36)>0
trigger2 = P2bodydist X<=80 && P2dist X>0
trigger2 = stateno=230 && var(3)=1 && var(16)>1
trigger3 = (stateno=[1000,1020]) && var(16) && animelemtime(5)>=0 && movecontact=1&& var(3)=6
trigger4 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger4 = (P2stateno=[5910,5920]) && enemynear,animtime<44 && random%5<=2&& P2bodydist X<100
trigger5 = (P2bodydist X=[-15,60]) && stateno=230 && var(3)=1 && var(16)>1

;ヘラクレス・ラッシュLV.2
[State -1,tackle_z]
type = ChangeState
value = 3010
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A
triggerall = !var(59) && Power>=2000
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = P2bodydist X<=100 && P2dist X>0
trigger1 = stateno=420 && var(3)=1 && fvar(36)>0
trigger2 = P2bodydist X<=80 && P2dist X>0
trigger2 = stateno=230 && var(3)=1 && var(16)>1
trigger3 = (stateno=[1000,1020]) && var(16) && animelemtime(5)>=0 && movecontact=1&& var(3)=6
trigger4 = (P2bodydist X=[-15,60]) && stateno=230 && var(3)=1 && var(16)>1


;ヘラクレス・ラッシュLV.1
[State -1,tackle_z]
type = ChangeState
value = 3000
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A
triggerall = (var(59)=4&& Power>=2500 && !var(22)) || (var(59)=3 && ((var(22)&&(100*Life/const(data.life))>30)||(!var(22) && ((100*Life/const(data.life))<=30))))
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = P2bodydist X<=100 && P2dist X>0
trigger1 = stateno=420 && var(3)=1 && fvar(36)>0
trigger2 = (P2bodydist X=[-15,60]) && stateno=230 && var(3)=1 && var(16)>1


;----------------------
;ガイア・ドライバー
[State -1,gaia]
type = ChangeState
value = 1300+(P2dist X<90)*20
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2dist X=[0,100])
triggerall = P2movetype!=H
triggerall = !fvar(36)||fvar(36)>15||fvar(36)<-21
trigger1 = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = ((ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])||(stateno=52&&time>=2))&&(prevstateno=230||prevstateno=1020||fvar(36))||stateno=52||prevstateno=52||prevstateno=101||prevstateno=105)
trigger1 = ifelse(prevstateno=101||prevstateno=105||prevstateno=52||stateno=52,random%7<5,ifelse(prevstateno=1020,random%2=0,random%7<4)) && !fvar(33)

;マーズ・スラッシュ・弱
[State -1,mars_a]
type = ChangeState
value = 1400
triggerall = fvar(38)=1 && roundstate=2 && Statetype!=A && !(P2statetype=L&&enemynear,alive)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2bodydist X=[0,100+(stateno=420)*20])
trigger1 = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger1 = stateno=420 && var(3)=1 && fvar(36)>0
trigger2 = movehit && stateno=3010 && AnimElemTime(45)>=1 && AnimElemTime(46)<0 && random%2=0 && var(1)=1

;マーズスラッシュ・中
[State -1,mars_b]
type = ChangeState
value = 1410
triggerall = fvar(38)=1 && roundstate=2 && Statetype!=A && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2bodydist X=[60,105])
trigger1 = P2statetype=L && P2stateno=5120 && enemynear,time<4
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])) && random%3=0 && var(54)%2=0

;ショルダータックル
[State -1,tackle]
type = ChangeState
value = 1020-(var(54)%11<4)*20
triggerall = fvar(38)=1 && roundstate=2 && !(P2statetype=L&&enemynear,alive) && Statetype!=A && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
trigger1 = stateno=230 && var(3)=1 && random%7<=ifelse(P2bodydist X>60,3,2)
trigger2 = stateno=240 && var(3)=1

;---------------------------------------------------------------------
;Ｋ通常投げ
[State -1,throw]
type = ChangeState
value = 820-(P2statetype=A||P2movetype=H)*570
triggerall = fvar(38)=1 && roundstate=2 && Statetype!=A && p2statetype!=L && !var(42) && !var(21)
triggerall = (P2statetype!=A || (enemynear,Pos Y > -30 && enemynear,Vel Y < 0))
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])) && P2BodyDist X <=26 && enemynear,movetype!=H
trigger1 = ((var(54)=[220,260])||(enemynear,movetype=I && P2statetype=S && (time=[18,22]))||(prevstateno=140 && time>2&&random<200)) && (!fvar(33) || (fvar(33)=1&&fvar(30)>2) || (fvar(33)=4&&fvar(30)>6)) && random%3=0

;Ｐ通常投げ
[State -1,throw]
type = ChangeState
value = 800-(P2statetype=A||P2movetype=H)*580
triggerall = fvar(38)=1 && roundstate=2 && Statetype!=A && p2statetype!=L && !var(42) && !var(21)
triggerall = (P2statetype!=A || (enemynear,Pos Y > -30 && enemynear,Vel Y < 0))
trigger1 = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])) && P2BodyDist X <=26 && enemynear,movetype!=H
trigger1 = (var(54)<220||(enemynear,movetype=I && P2statetype=S && (time=[18,22]))||(prevstateno=140 && time>2&&random<200)) && (!fvar(33) || (fvar(33)=1&&fvar(30)>2) || (fvar(33)=4&&fvar(30)>6)) && random%3=0
trigger2 = fvar(32)=4&&ctrl

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
;立ち強パンチ
[State -1]
type = ChangeState
value = 220
triggerall = fvar(38)=1 && roundstate = 2 && Statetype!=A && P2statetype!=L && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0)) && (P2Bodydist X =[65,95]) && random%11=0 && var(54)%5<2
trigger1 = ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = fvar(32)=4&&ctrl

;しゃがみ強パンチ
[State -1]
type = ChangeState
value = 420
triggerall = fvar(38)=1 && roundstate = 2 && Statetype!=A && P2statetype!=L && !var(42)
triggerall = ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger1 = P2statetype=A && enemynear,Pos Y>-135 && enemynear,Pos Y<-55 && enemynear,Vel Y>0 && (P2Bodydist X =[0+(enemynear,Vel X>4)*20,70+(enemynear,Vel X>4)*20]) && random%5<=1
trigger2 = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger2 = (fvar(36)=[1,8]) && P2Bodydist X<=70

;しゃがみ弱キック
[State -1]
type = ChangeState
value = 430
triggerall = fvar(38)=1 && roundstate = 2 && Statetype!=A && P2statetype!=L && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0)) && (P2Bodydist X =[90,130]) && random%40=0
trigger1 = ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101

;しゃがみ中キック
[State -1]
type = ChangeState
value = 440
triggerall = fvar(38)=1 && roundstate = 2 && Statetype!=A && P2statetype!=L && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0)) && (P2Bodydist X =[120,160]) && ifelse(P2bodydist X>140,random%60=0,random%75=0)
trigger1 = ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101

;立ち弱キック
[State -1]
type = ChangeState
value = 230
triggerall = fvar(38)=1 && roundstate = 2 && Statetype!=A && P2statetype!=L && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0)) && (P2Bodydist X =[-15,65]) && random%5=0 && var(54)>260
trigger1 = ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = (ctrl && PrevStateNo=230 && random%5<3)

;立ち中キック
[State -1]
type = ChangeState
value = 240
triggerall = fvar(38)=1 && roundstate = 2 && Statetype!=A && P2statetype!=L && !var(42)
triggerall = (!fvar(33)||(fvar(33)&&ifelse(fvar(33)=4,var(54)%3=0,var(54)%5=0)))
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0)) && (P2Bodydist X =[0,35]) && var(54)%4=0 && random%2=0 && fvar(36)>0
trigger1 = ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101

;ジャンプ中P
[State -1]
type = ChangeState
value = 610
triggerall = fvar(38)=1 && roundstate = 2 && Statetype=A
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0) || (P2statetype=A && enemynear,Vel Y>0 && enemynear,Pos Y<-50)) && Vel X=0
trigger1 = Ctrl && (P2Bodydist X=[110,180]) && Vel Y >0 && Pos Y<-60 && Pos Y>-70 && random%3=0

;ジャンプ弱P
[State -1]
type = ChangeState
value = 600
triggerall = fvar(38)=1 && roundstate = 2 && Statetype=A
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0) || (P2statetype=A && enemynear,Vel Y>0 && enemynear,Pos Y<-50)) && Vel X=0
trigger1 = Ctrl && (P2Bodydist X=[100,180]) && Vel Y >0 && Pos Y<-60 && random%3=0 && var(54)<500


;ジャンプ弱キック
[State -1]
type = ChangeState
value = 630
triggerall = fvar(38)=1 && roundstate = 2 && Statetype=A
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0) || (P2statetype=A && enemynear,Vel Y>0 && enemynear,Pos Y<-50))
trigger1 = Ctrl && (P2Bodydist X=[100,160]) && Vel Y >0 && Pos Y<-60 && random%3=0 && var(54)<750
trigger2 = Ctrl && Vel X>0 && (P2Bodydist X=[140,180]) && ifelse(var(7)=1,Vel Y >-2&&Vel Y>0,Vel Y>0&&Pos Y<-65) && var(54)%3!=0 && random%3=0

;オリオンヴァールト
[State -1]
type = ChangeState
value = 740
triggerall = fvar(38)=1 && roundstate = 2 && Statetype=A
triggerall = (P2statetype!=A || (enemynear,Pos Y>-40 && enemynear,Vel Y<=0) || (P2statetype=A && enemynear,Vel Y>0 && enemynear,Pos Y<-50))
trigger1 = Ctrl && Vel X=0 && (P2Bodydist X=[-20,100]) && ifelse(var(7)=1,Vel Y >-2&&Vel Y>0,Vel Y>0&&Pos Y<-65) && random%3=0
trigger2 = Ctrl && Vel X>0 && (P2Bodydist X=[-20,140]) && ifelse(var(7)=1,Vel Y >-2&&Vel Y>0,Vel Y>0&&Pos Y<-65) && var(54)%3!=0 && random%3=0

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

[State -1]
;回り込み
type = ChangeState
value = 900
triggerall = fvar(38) && roundstate=2 && !(var(21) && enemy,hitfall=1)
triggerall = (!fvar(37)&&(var(59)<=1 || var(59)=4))||(fvar(37) && ceil(fvar(14))%32>15)
triggerall = StateType!=A && (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger1 = var(54)<=400 && enemy,numproj>0 && P2BodyDist X>160 && ((enemynear,movetype=A && Enemynear,Time>((P2BodyDist X)/10+2))||enemynear,movetype!=A) && inguarddist && enemynear,Statetype!=L
trigger2 = (random < ifelse(P2bodydist X>170,1,ifelse(fvar(33),6,ifelse(var(55)>20,2,4)))) && P2BodyDist X>=120 && !(P2Statetype=L&&enemynear,alive)
trigger3 = enemynear,statetype=A && enemynear,Vel Y>=0 && random<300 && Abs(P2bodydist X)<40 && var(54)<ifelse(backedgebodydist <20,700,150) && enemynear,backedgebodydist >100 && !(P2Statetype=L&&enemynear,alive) && P2movetype!=H

;避け
[State -1]
type = ChangeState
value = 910
triggerall = fvar(38) && roundstate=2 && enemynear,Statetype!=L && !(var(21) && enemy,hitfall=1)
triggerall = ((!fvar(37)&&var(59)=3)||(fvar(37) && ceil(fvar(14))%64>31)) && !fvar(31) && !numproj
triggerall = statetype != A && (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger1 = (P2BodyDist X = [60,160]) && (enemynear,Pos Y>-40 && enemynear,Vel Y<=0) && var(54)%7>ifelse(floor(var(55)/10)>0,5,4)
trigger2 = var(54)<=400 && enemy,numproj>0 && P2BodyDist X>160 && ((enemynear,movetype=A && Enemynear,Time>((P2BodyDist X)/10+2))||enemynear,movetype!=A) && inguarddist
trigger3 = ((stateno=100&&time>3)||enemynear,animtime<-24)&&P2movetype=A&&enemynear,time>22

;Pカウンター攻撃
[State -1]
type = ChangeState
value = 920
triggerall = fvar(38)=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A && !var(42)
trigger1 = StateNo=910 && (Time=[15,25]) && Abs((P2BodyDist X) = [60,80]) && random <30

;Kカウンター攻撃
[State -1]
type = ChangeState
value = 930
triggerall = fvar(38)=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A && !var(42)
trigger1 = StateNo=910 && (Time=[15,25]) && Abs((P2BodyDist X) = [40,60]) && (random =[31,46])

;ガードキャンセル移動（前）
[State -1]
type = ChangeState
value = 2100
triggerall = fvar(38)=1 && (roundstate=2 || (RoundState=3 && Win))
triggerall = ((Power >= 1000 && (!var(59)||var(59)=3||var(59)=4))||(Power>=1500&&var(59)=1)||(var(59)=3 && var(22))||(Power>=3000&&(var(59)=2||var(59)=5))) && var(31)>=0
triggerall = (!fvar(37)&&var(59)=4)||(fvar(37)&&ceil(fvar(14))%512>255)
triggerall = StateNo=150 || StateNo=152
trigger1 = random<9 && P2BodyDist X < 60 && var(31)>=0 && gethitvar(ctrltime)>=17 && backedgebodydist <40 && var(59)!=1
trigger2 = life<28 && gethitvar(ctrltime)>=17 && backedgebodydist <40 && (P2stateno=[1000,3999]) && P2bodydist X<60 && (prevstateno=[150,153]) && random%12=0

;ガードキャンセル攻撃
[State -1]
type = ChangeState
value = 2000
triggerall = fvar(38)=1 && roundstate=2
triggerall = ((Power >= 1000 && (!var(59)||var(59)=3||var(59)=4))||(Power>=1500&&var(59)=1)||(var(59)=3 && var(22))||(Power>=3000&&(var(59)=2||var(59)=5))) && var(31)>=0
triggerall = (!fvar(37)&&(!var(59)||var(59)=1||var(59)=3||var(59)=4))||(fvar(37)&&ceil(fvar(14))%256>127)
trigger1 = (StateNo=150||StateNo=152) && (((prevstateno=[150,155])&&((P2stateno=[1000,4999])||Gethitvar(damage)))||backedgebodydist<=0||var(31)<10) && (Abs(life-enemy,life)<=300||Life>500)
trigger1 = random <ifelse(Life<22,80,15) && P2bodydist X<80 && var(59)!=1
trigger2 = life<28 && gethitvar(ctrltime)>=17 && backedgebodydist <40 && (P2stateno=[1000,3999]) && P2bodydist X<80 && (prevstateno=[150,153]) && random%12=0

;ゲージ溜め動作(Power Charge)
[State -1]
type = ChangeState
value = 950
triggerall = fvar(38)=1 && roundstate=2 && statetype!=A && !var(42)
triggerall = !var(22) && var(59)=3 && (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger1 =  (P2Statetype=L && enemynear,alive && var(54)<ifelse((100*Life/const(data.life))<30,850+(power>850)*150,650+(power>850)*150) && (P2BodyDist X >100||(P2stateno=[5100,5101])))||(enemynear,hitfall&&enemynear,canrecover)
trigger2 = (P2statetype!=A || (P2statetype=A && enemynear,Pos Y>-40 && enemynear,Vel Y<=0))
trigger2 = P2BodyDist X>=120 && ifelse(power>750,var(54)%11<3,ifelse(fvar(34),var(54)%8<1,var(54)%12<2))

;パワーMAX発動
[State -1]
type = ChangeState
value = 2500
triggerall = fvar(38)=1 && roundstate=2 && statetype!=A && !var(42)
triggerall = Power >= 2000 && var(59)=4 && !var(22)
triggerall = (100*enemy,Life/enemy,const(data.life))>30 && (100*Life/const(data.life))>30
triggerall = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger1 = abs(enemynear,Pos X - Pos X) >= 140 && Random <= ifelse(Power>=3000,40,6)
trigger2 = enemynear,stateno!=5120 && p2statetype=L && Random <= ifelse(Power>=3000,400,50)
trigger3 = P2bodydist X<100 && (P2stateno=[5910,5920]) && enemynear,animtime<22 && random%5<=2

;時間差起き上がり
[state -3,varset]
type = varSet
triggerall = fvar(38)=1
triggerall = stateno=5110 && var(2)=1
triggerall = ((!fvar(37)&&(!var(59)||var(59)=2 || var(59)=3)) || (fvar(37) && ceil(fvar(14))%32768>16383))
trigger1 = random%3=1 && Abs(P2bodydist X)<=50 && var(54)%3=0
var(1)=1

;ダウン回避
[state -3,varset]
type = ChangeState
value = 5200
triggerall = fvar(38) && roundstate=2 && !var(42)
triggerall = ((!fvar(37)&&(var(59)=1||var(59)=4 || var(59)=5)) || (fvar(37) && ceil(fvar(14))%65536>32767))
triggerall = (stateno=5100||(stateno=5110&&(prevstateno!=[5100,5101])))&&!fvar(11) && time<=4 && alive
trigger1 = random%3=1 && Abs(P2bodydist X)>=100 && var(54)%5=0

;ラン(Run)
[State -1]
type = ChangeState
value = 100
triggerall = fvar(38)=1 && roundstate=2 && statetype!=A && !var(42)
triggerall = ((!fvar(37)&&(var(59)=[3,5]))||(fvar(37)&&ceil(fvar(14))%4>1))
triggerall = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger1 = var(54)%5=4 && ((P2BodyDist X=[60,80])||P2bodydist X>180)
trigger2 = P2statetype=L && (P2bodydist X=[60,140]) && random%4=0

;ステップ(Step)
[State -1]
type = ChangeState
value = 105
triggerall = fvar(38)=1 && roundstate=2 && statetype!=A  && !var(42)
triggerall = ((!fvar(37)&&(var(59)=[0,2]))||(fvar(37)&&ceil(fvar(14))%2>0))
triggerall = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132]))
trigger1 = var(54)%6=5 && (P2BodyDist X=[90,150])
trigger2 = P2statetype=L && (P2bodydist X=[60,140]) && random%4=0

;バックステップ(Back Step)
[State -1]
type = ChangeState
value = 110
triggerall = fvar(38)=1 && roundstate=2 && statetype!=A && !var(42)
triggerall = !fvar(37)||(fvar(37)&&(ceil(fvar(14))%2>0||ceil(fvar(14))%4>1))
triggerall = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])) && backedgebodydist>40
trigger1 = var(54)%11<3 && (P2BodyDist X=[90,120])
;----------------------------

[State -1]
;ジャンプ
type = ChangeState
value = 40
triggerall = fvar(38)=1
triggerall = (ctrl||stateno=3||stateno=13||(stateno=[21,22])||(stateno=[120,132])) && StateType != A  && roundstate = 2
trigger1 = ((enemy,numproj > 0||enemy,numhelper)&&(inguarddist||random%5=0)) && (random =[980,1000]) && enemynear,MoveType != H && var(54)>870
trigger1 = P2BodyDist X > 120 && !(P2statetype=A&&P2movetype=A) && ((enemynear,movetype=A && Enemynear,Time>((P2BodyDist X)/8+2))||enemynear,movetype!=A)
trigger2 = (p2stateno = 5110||(P2stateno=5120&&animtime<-14)) && random < 250 && P2BodyDist X <= 80 && ifelse(enemynear,backedgebodydist >20&&(P2bodydist X=[20,80]),var(54)%8<3,var(54)%3=0)
trigger3 = P2BodyDist X < 120 && var(54)>ifelse(((!fvar(37)&&(var(59)=[2,5]))||(fvar(37) && ceil(fvar(14))%4096>2047)),780,950)
trigger4 = (P2BodyDist X = [120,180]) && var(54)>820 && !enemy,numproj
trigger5 = P2BodyDist X>=250 && var(54)>700 && !enemy,numproj

[State -1]
;ガード
type = ChangeState
value = 131
triggerall = fvar(38) && (roundstate=2 || (RoundState=3 && Win)) && enemynear,Statetype!=L && StateType!=A &&!var(21) && !(((var(36)=[1,12]) && var(34)=2)||((var(37)=[1,12]) && var(35)=2))
triggerall = P2statetype!=A||(P2statetype=A && enemynear,Vel Y<0 && enemynear,Pos Y>=-40)
triggerall = (P2Movetype = A||inguarddist||(fvar(33)=1&&fvar(30)<3))
triggerall = ((ctrl && fvar(33) && random<900) || StateNo=13 || stateno=22)
trigger1 = Abs(P2BodyDist X) <=120
trigger1 = (fvar(32)!=2 || fvar(33)=1) && ifelse(P2bodydist X<40&&fvar(33)&&var(54)%8=0,random%3=0,1)
trigger2 = Abs(P2BodyDist X) >120
trigger3 = (var(54) = [220-(var(59)=2)*220,870]) && (P2BodyDist X >160||(Abs(P2bodydist Y)>60&&enemynear,time>24))
trigger3 = (enemy,numproj>0||(enemy,numhelper&&(enemynear,hitdefattr!=SCA,AA,AT,AP))) && ((enemynear,movetype=A && Enemynear,Time>20) || enemynear,movetype!=A) && random%7<5
trigger3 = !(var(59)=2&&enemy,numproj&&random%20!=0)

;ガード
[State -1]
type = ChangeState
value = Ifelse(StateType=A,132,130)
triggerall = fvar(38) && (roundstate=2 || (RoundState=3 && Win)) && enemynear,Statetype!=L && !(((var(36)=[1,12]) && var(34)=2)||((var(37)=[1,12]) && var(35)=2)) &&!var(21)
triggerall = !(!fvar(37)&&Var(59)&&statetype=A)&&!(fvar(37)&&ceil(fvar(14))%2048<1024&&statetype=A)
triggerall = ifelse(enemynear,P2dist X<0,random<ifelse((enemynear,P2dist X=[-70,0]),650,950),inguarddist)
triggerall = !(P2statetype=A && enemynear,Vel Y<0 && enemynear,Pos Y>=-40)
triggerall = (P2Movetype = A||inguarddist||(fvar(33)=1&&fvar(30)<3))
triggerall = (ctrl||StateNo=3||(P2statetype=A&&(StateNo=13||stateno=21))||StateNo=22)
trigger1 = P2BodyDist X <=120 && (fvar(32)!=2 || fvar(33)=1)
trigger2 = P2BodyDist X >120
trigger3 = (var(54) = [200-(var(59)=2)*200,870]) && (P2BodyDist X >160||(Abs(P2bodydist Y)>60&&enemynear,time>24))
trigger3 = (enemy,numproj>0||(enemy,numhelper&&(enemynear,hitdefattr!=SCA,AA,AT,AP))) && ((enemynear,movetype=A && Enemynear,Time>20) || enemynear,movetype!=A) && random%7<5
trigger3 = !(var(59)=2&&enemy,numproj&&random%20!=0)

[State -1]
;歩き（前）
type = ChangeState
value = 21
triggerall = fvar(38)=1 && (roundstate=2 || (RoundState=3 && Win)) && enemynear,Statetype!=L && !var(42)
triggerall = (roundstate=2 || (RoundState=3 && Win)) && enemy,numproj=0
triggerall = StateType != A
triggerall = Movetype = I
trigger1 = var(54)<ifelse(P2bodydist X<80||P2bodydist X>160,340,220) && (ctrl || StateNo=3 || StateNo=13)
trigger1 = ((P2Statetype!=L && P2BodyDist X >60 && (P2bodydist X!=[90,140])) || (P2Statetype=L && P2BodyDist X <= 60))
trigger2 = P2BodyDist X <40 && (stateNo=52 || prevstateno=52 || (prevstateno=[200,440])) && ctrl && var(54)>700
trigger3 = (P2bodydist X=[40,60]) && random%2=0 && ctrl && prevstateno=230

[State -1]
;歩き（後）
type = ChangeState
value = 22
triggerall = fvar(38)=1 && (roundstate=2 || (RoundState=3 && Win)) && enemynear,Statetype!=L && !var(42)
triggerall = (roundstate=2 || (RoundState=3 && Win)) && StateType != A
triggerall = (ctrl || StateNo=3 || StateNo=13 || stateNo=21)
triggerall = Movetype = I
trigger1 = (var(54)=[500,ifelse(P2Bodydist X>100,580,640)])
trigger1 = ((P2Statetype!=L && (P2BodyDist X = [80,100])) || (P2Statetype=L && P2BodyDist X > 80))
trigger2 = P2statetype=A && enemynear,Pos Y<-60 && enemynear,vel Y>=0 && P2BodyDist X<70

[State -1]
;しゃがみ
type = ChangeState
value = 13
triggerall = fvar(38)=1 && roundstate=2 && StateType != A
trigger1 = var(54)%3<=1 && (ctrl || stateNo=3) && enemynear,Statetype!=L && P2BodyDist X>=60
trigger2 = random < 300 && P2StateNo=5120 && ctrl
trigger3 = var(54)<500 && (prevStateNo=[400,460]) && ctrl
trigger4 = P2BodyDist X<60 && ctrl

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;Player
;…〜……〜……〜……〜……〜……〜……〜

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ギガス・ドライバーLV1
[State -1,giga]
type = ChangeState
value = 3100
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (((!var(59)||var(59)=4) && Power>=1000 && !var(22)) || (var(59)=1 && Power>=1500)) || (var(59)=3 && ((var(22)&&(100*Life/const(data.life))>30)||(!var(22) && ((100*Life/const(data.life))<=30))))
triggerall = (!var(59) && (command="giga_x" || (Power <2000 && (command="giga_y" || command="giga_z")))) || ((var(59)=1||var(59)=3||var(59)=4) && (command="giga_x" || command="giga_y" || command="giga_z"))||var(24)=3100
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=[1,6])

;ギガス・ドライバーLV2
[State -1,giga]
type = ChangeState
value = 3110
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = !var(59) && Power>=2000
triggerall = command="giga_y" || (Power <3000 && command="giga_z")||var(24)=3110
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=[1,6])

;ギガス・ドライバーLV3
[State -1,giga]
type = ChangeState
value = 3120
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (!var(59) && Power>=3000)||(var(59)=4 && var(22) && Power>=1000)||((var(59)=2||var(59)=5)&&Power>=3000)||(var(59)=3 && var(22) && (100*Life/const(data.life)<=30))
triggerall = (var(59) && (command="giga_x" || command="giga_y" || command="giga_z"||var(24)=3120)) || (!var(59) && command="giga_z")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=[1,6])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ヘラクレス・ラッシュLV1
[State -1,hercules]
type = ChangeState
value = 3000
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (((!var(59)||var(59)=4) && Power>=1000 && !var(22)) || (var(59)=1 && Power>=1500)) || (var(59)=3 && ((var(22)&&(100*Life/const(data.life))>30)||(!var(22) && ((100*Life/const(data.life))<=30))))
triggerall = (!var(59) && (command="hercules_x" || (Power <2000 && (command="hercules_y" || command="hercules_z")))) || ((var(59)=1||var(59)=3||var(59)=4) && (command="hercules_x" || command="hercules_y" || command="hercules_z"))||var(24)=3000
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=[1,6])

;ヘラクレス・ラッシュLV2
[State -1,hercules]
type = ChangeState
value = 3010
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = !var(59) && Power>=2000
triggerall = command="hercules_y" || (Power <3000 && command="hercules_z")||var(24)=3010
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=[1,6])

;ヘラクレス・ラッシュLV3
[State -1,hercules]
type = ChangeState
value = 3020
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (!var(59) && Power>=3000)||(var(59)=4 && var(22) && Power>=1000)||((var(59)=2||var(59)=5)&&Power>=3000)||(var(59)=3 && var(22) && (100*Life/const(data.life)<=30))
triggerall = (var(59) && (command="hercules_x" || command="hercules_y" || command="hercules_z"||var(24)=3020)) || (!var(59) && command="hercules_z")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=[1,6])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;マーズ・スラッシュ・弱
[State -1,mars_x]
type = ChangeState
value = 1400
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1400 || command="mars_x")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;マーズ・スラッシュ・中
[State -1,mars_y]
type = ChangeState
value = 1410
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1410 || command="mars_y")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;マーズ・スラッシュ・強
[State -1,mars_z]
type = ChangeState
value = 1420
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1420 || command="mars_z")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ガイア・ドライバー・弱
[State -1,gaia_x]
type = ChangeState
value = 1300
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1300 || command="gaia_x")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;ガイア・ドライバー・中
[State -1,gaia_y]
type = ChangeState
value = 1310
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1310 || command="gaia_y")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;ガイア・ドライバー・強
[State -1,gaia_z]
type = ChangeState
value = 1320
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1320 || command="gaia_z")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ショルダー・タックル・弱
[State -1,tackle_x]
type = ChangeState
value = 1000
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1000 || command="tackle_x")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;ショルダー・タックル・中
[State -1,tackle_y]
type = ChangeState
value = 1010
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1010 || command="tackle_y")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)

;ショルダー・タックル・強
[State -1,tackle_z]
type = ChangeState
value = 1020
triggerall = fvar(38)!=1 && (roundstate=2 || (RoundState=3 && Win)) && Statetype!=A
triggerall = (var(24)=1020 || command="tackle_z")
trigger1 = (Ctrl || Stateno=40 || (StateNo=52 && Time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = (var(3)=1 || var(3)=3 || var(3)=4 || var(3)=5)
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;----+----+----+----+----+----+----+----+----+----+----+----+----+----+
;----+----+----+----+----+----+----+----+----+----+----+----+----+----+
;回り込み(Rolling)
[State -1]
type = ChangeState
value = 900
triggerall = fvar(38)!=1 && (var(24)=900 || command="ax") && Statetype!=A
triggerall = (Ctrl || StateNo=40 || (StateNo=52 && time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101 || (var(3)=4 && Statetype!=A) || (Time<2 && (stateno=[200,799]) && (prevstateno!=[200,799])))
trigger1 = !fvar(37) && (!var(59)||var(59)=1||var(59)=4)
trigger2 = fvar(37) && ceil(fvar(14))%32>15

;避け(Dodge)
[State -1]
type = ChangeState
value = 910
triggerall = fvar(38)!=1 && (var(24)=900 || command="ax") && !fvar(31) && statetype!=A
triggerall = (Ctrl || StateNo=40 || (StateNo=52 && time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101 || (var(3)=4 && Statetype!=A) || (Time<2 && (stateno=[200,799]) && (prevstateno!=[200,799])))
trigger1 = !fvar(37) && var(59)=3
trigger2 = fvar(37) && ceil(fvar(14))%64>31

;Ｐカウンター攻撃(Counter Attack Punch)
[State -1]
type = ChangeState
value = 920
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && Statetype!=A && (command="x" || command="y" || command="z")
trigger1 = StateNo=910 && (Time=[15,25])

Ｋカウンター攻撃(Counter Attack Kick)
[State -1]
type = ChangeState
value = 930
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && Statetype!=A && (command="a" || command="b" || command="c")
trigger1 = StateNo=910 && (Time=[15,25])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ガードキャンセル攻撃(Counter Attack)
[State -1]
type = ChangeState
value = 2000
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && command="by" && command="holdfwd" && command!="holddown"
triggerall = ((Power >= 1000 && (!var(59)||var(59)=4))||(Power>=1500&&var(59)=1)||(Power>=3000&&(var(59)=2||var(59)=5))||(var(59)=3 && var(22))) && var(31)>=0
triggerall = (StateNo=150||StateNo=152)
trigger1 = !fvar(37)&&(!var(59)||var(59)=1||var(59)=3||var(59)=4)
trigger2 = fvar(37)&&ceil(fvar(14))%256>127

;ガードキャンセル移動（前）(Counter Movement)
[State -1]
type = ChangeState
value = 2100
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && command="ax" && command="holdfwd" && command!="holddown"
triggerall = ((Power >= 1000 && (!var(59)||var(59)=4))||(Power>=1500&&var(59)=1)||(Power>=3000&&(var(59)=2||var(59)=5))||(var(59)=3 && var(22))) && var(31)>=0
triggerall = (StateNo=150||StateNo=152)
trigger1 = !fvar(37)&&var(59)=4
trigger2 = fvar(37)&&ceil(fvar(14))%512>255

;ガードキャンセル移動（後）(Counter Movement)
[State -1]
type = ChangeState
value = 2200
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && command="ax" && command="holdback" && command!="holddown"
triggerall = ((Power >= 1000 && (!var(59)||var(59)=4))||(Power>=1500&&var(59)=1)||(Power>=3000&&(var(59)=2||var(59)=5))||(var(59)=3 && var(22))) && var(31)>=0
triggerall = (StateNo=150||StateNo=152)
trigger1 = !fvar(37)&&var(59)=4
trigger2 = fvar(37)&&ceil(fvar(14))%512>255

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ゲージ溜め動作(Power Charge)
[State -1]
type = ChangeState
value = 950
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && (command="cz"||var(24)=2400) && statetype!=A
triggerall = !var(22) && var(59)=3
trigger1 = (Ctrl || StateNo=40 || (StateNo=52 && time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = Time<2 && (stateno=[200,799]) && (prevstateno!=[200,799])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;オリコン発動（地上）(Custom Combo Ground)
[State -1]
type = ChangeState
value = 2400
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && (command="cz"||var(24)=2400)
triggerall = Power >= 3000 && var(59)=1 && statetype!=A
trigger1 = (Ctrl || StateNo=40 || (StateNo=52 && time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = Time<2 && (stateno=[200,799]) && (prevstateno!=[200,799])

;オリコン発動（空中）(Custom Combo air)
[State -1]
type = ChangeState
value = 2450
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && (command="cz"||var(24)=2400)
triggerall = Power >= 3000 && var(59)=1 && Statetype=A
trigger1 = Ctrl
trigger2 = Time<2 && (stateno=[200,799]) && (prevstateno!=[200,799])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;パワーMAX発動(Power MAX ON)
[State -1]
type = ChangeState
value = 2500
triggerall = fvar(38)!=1 && (roundstate=[2,3]) && (command="cz"||var(24)=2400) && statetype!=A
triggerall = Power >= 1000 && var(59)=4 && !var(22)
trigger1 = (Ctrl || StateNo=40 || (StateNo=52 && time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = Time<2 && (stateno=[200,799]) && (prevstateno!=[200,799])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;時間差起き上がり(Tactical Recovery)
[state -3,varset]
type = varSet
triggerall = !fvar(38) && (roundstate=2 || (RoundState=3 && Win))
triggerall = stateno=5110 && var(2)=1
triggerall = (command="hold_x"&&command="hold_y")||(command="hold_y"&&command="hold_z")||(command="hold_x"&&command="hold_z")
trigger1 = !fvar(37) && (!var(59)||var(59)=2||var(59)=3)
trigger2 = fvar(37) && ceil(fvar(14))%32768>16383
var(1)=1

;ダウン回避(Safe Fall)
[State -1]
type = ChangeState
value = 5200
triggerall = !fvar(38) && (roundstate=2 || (RoundState=3 && Win))
triggerall = (stateno=5100||(stateno=5110&&(prevstateno!=[5100,5101])))&&!fvar(11) && time<=4 && alive
triggerall = Command = "recovery"
trigger1 = !fvar(37) && (var(59)=1||var(59)=4||var(59)=5)
trigger2 = fvar(37) && ceil(fvar(14))%65536>32767

;----+----+----+----+----+----+----+----+----+----+----+----+----+----+

;ラン(Run)
[State -1]
type = ChangeState
value = 100
triggerall = fvar(38)!=1 && roundstate=2 && statetype!=A
triggerall = command = "FF" && ctrl
trigger1 = !fvar(37)&&(var(59) =[3,5])
trigger2 = fvar(37)&&ceil(fvar(14))%4>1

;ステップ(Dash)
[State -1]
type = ChangeState
value = 105
triggerall = fvar(38)!=1 && roundstate=2 && statetype!=A
triggerall = command = "FF" && ctrl
trigger1 = !fvar(37)&&(var(59) =[0,2])
trigger2 = fvar(37)&&ceil(fvar(14))%2>0

;バックステップ(Back Dash)
[State -1]
type = ChangeState
value = 110
triggerall = fvar(38)!=1 && roundstate=2 && statetype!=A
triggerall = command = "BB"&&ctrl
trigger1 = !fvar(37)
trigger2 = fvar(37)&&(ceil(fvar(14))%2>0||ceil(fvar(14))%4>1)

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;チェーンコンボ(強K)
[State -1, Chain]
type = ChangeState
value = ifelse(command="holddown",450,250)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%32>15 && fvar(37) && statetype!=A
triggerall = command="c" && movecontact=1
trigger1 = (stateno=[200,450]) && (stateno!=[250,255]) && stateno!=450
trigger1 = stateno!=350

;チェーンコンボ(強P)
[State -1, Chain]
type = ChangeState
value = ifelse(command="holddown",420,220)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%32>15 && fvar(37) && statetype!=A
triggerall = command="z" && movecontact=1
trigger1 = (stateno=[200,450]) && (stateno!=[250,255]) && stateno!=450 && (stateno!=[220,225]) && stateno!=420
trigger1 = stateno!=320 && stateno!=350

;チェーンコンボ(中K)
[State -1, Chain]
type = ChangeState
value = ifelse(command="holddown",440,240)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%32>15 && fvar(37) && statetype!=A
triggerall = command="b" && movecontact=1
trigger1 = (stateno=[200,450]) && (stateno!=[250,255]) && stateno!=450 && (stateno!=[220,225]) && stateno!=420 && (stateno!=[240,245]) && stateno!=440
trigger1 = stateno!=320 && stateno!=340 && stateno!=350

;チェーンコンボ(中P)
[State -1, Chain]
type = ChangeState
value = ifelse(command="holddown",410,210)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%32>15 && fvar(37) && statetype!=A
triggerall = command="y" && movecontact=1
trigger1 = (stateno=[200,450]) && (stateno!=[250,255]) && stateno!=450 && (stateno!=[220,225]) && stateno!=420 && (stateno!=[240,245]) && stateno!=440 && (stateno!=[210,215]) && stateno!=410
trigger1 = stateno!=310 && stateno!=320 && stateno!=340 && stateno!=350

;チェーンコンボ(弱K)
[State -1, Chain]
type = ChangeState
value = ifelse(command="holddown",430,230)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%32>15 && fvar(37) && statetype!=A
triggerall = command="a" && movecontact=1
trigger1 = (stateno=[200,450]) && (stateno!=[250,255]) && stateno!=450 && (stateno!=[220,225]) && stateno!=420 && (stateno!=[240,245]) && stateno!=440 && (stateno!=[210,215]) && stateno!=410 && (stateno!=[230,235]) && stateno!=430
trigger1 = stateno!=310 && stateno!=320 && stateno!=330 && stateno!=340 && stateno!=350

;^^^^^^^^^^^^^^^^^^^^^^^^^^^
;空中チェーンコンボ(強K)
[State -1, Chain]
type = ChangeState
value = 650+ifelse(command="holddown",90,0)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%64>31 && fvar(37) && statetype=A
triggerall = command="c" && movecontact=1
trigger1 = stateno=600
trigger2 = stateno=610
trigger3 = stateno=[620,625]
trigger4 = stateno=630
trigger5 = stateno=640
trigger4 = (stateno=[720,730])

;空中チェーンコンボ(強P)
[State -1, Chain]
type = ChangeState
value = 620
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%64>31 && fvar(37) && statetype=A
triggerall = command="z" && movecontact=1
trigger1 = stateno=600
trigger2 = stateno=610
trigger3 = stateno=630
trigger4 = stateno=640
trigger5 = (stateno=[720,730])

;空中チェーンコンボ(中K)
[State -1, Chain]
type = ChangeState
value = 640+ifelse(command="holddown",90,0)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%64>31 && fvar(37) && statetype=A
triggerall = command="b" && movecontact=1
trigger1 = stateno=600
trigger2 = stateno=610
trigger3 = stateno=630
trigger4 = stateno=720

;空中チェーンコンボ(中P)
[State -1, Chain]
type = ChangeState
value = 610+ifelse(command="holdup",110,0)
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%64>31 && fvar(37) && statetype=A
triggerall = command="y" && movecontact=1
trigger1 = stateno=600
trigger2 = stateno=630

;空中チェーンコンボ(弱K)
[State -1, Chain]
type = ChangeState
value = 630
triggerall = !fvar(38)
triggerall = ceil(fvar(13))%64>31 && fvar(37) && statetype=A
triggerall = command="a" && movecontact=1
trigger1 = stateno=600
;---------------------------------------------------------------------

;Ｐ通常投げ
[State -1]
type = ChangeState
value = 800
triggerall = fvar(38)!=1 && roundstate=2 && Statetype!=A && p2statetype!=A && p2statetype!=L
triggerall = ((command="z" && command!="holddown" && command!="holdup" && (command="holdback" || command="holdfwd"))||(var(24)=[800,805]))
trigger1 = Ctrl && P2BodyDist X <=26 && enemynear,movetype!=H

;Ｋ通常投げ
[State -1]
type = ChangeState
value = 820
triggerall = fvar(38)!=1 && roundstate=2 && Statetype!=A && p2statetype!=A && p2statetype!=L
triggerall = ((command="c" && command!="holddown" && command!="holdup" && (command="holdback" || command="holdfwd"))||(var(24)=[810,815]))
trigger1 = Ctrl && P2BodyDist X <=26 && enemynear,movetype!=H
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
; 挑発(Taunt)
[State -1]
type = ChangeState
value = 195
triggerall = !fvar(38)
triggerall = (Command="s"||var(24)=195) && StateType!=A
trigger1 = (Ctrl || StateNo=40 || (StateNo=52 && time>=2) || (StateNo=100 && animelemtime(2) >=0) || StateNo=101)
trigger2 = var(3)=1 || (var(3)=[3,5])
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
;フェイスアポロン
[State -1]
type = ChangeState
value = 720
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=720||(command="y" && command="holdup"))
trigger1 = Ctrl
trigger2 = var(3)=4

;イカロスダイブ
[State -1]
type = ChangeState
value = 730
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=730||(command="b" && command="holddown"))
trigger1 = Ctrl
trigger2 = var(3)=4

;オリオンヴァールト
[State -1]
type = ChangeState
value = 740
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=740||(command="c" && command="holddown"))
trigger1 = Ctrl
trigger2 = var(3)=4
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
;立ち弱パンチ
[State -1]
type = ChangeState
value = 200
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="x" && command!="holddown" && (Anim!=[1000,1020]))||var(24)=200)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;立ち中パンチ
[State -1]
type = ChangeState
value = 210
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="y" && command!="holddown" && (Anim!=[1000,1020]))||var(24)=210)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;立ち強パンチ
[State -1]
type = ChangeState
value = 220
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="z" && command!="holddown" && (Anim!=[1000,1020]))||var(24)=220)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;立ち弱キック
[State -1]
type = ChangeState
value = 230
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="a" && command!="holddown")||var(24)=230)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;立ち中キック
[State -1]
type = ChangeState
value = 240
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="b" && command!="holddown")||var(24)=240)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;立ち強キック
[State -1]
type = ChangeState
value = 250
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="c" && command!="holddown")||var(24)=250)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;しゃがみ弱パンチ
[State -1]
type = ChangeState
value = 400
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="x" && command="holddown" && (Anim!=[1000,1020]))||var(24)=400)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;しゃがみ中パンチ
[State -1]
type = ChangeState
value = 410
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="y" && command="holddown" && (Anim!=[1000,1020]))||var(24)=410)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;しゃがみ強パンチ
[State -1]
type = ChangeState
value = 420
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="z" && command="holddown" && (Anim!=[1000,1020]))||var(24)=420)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;しゃがみ弱キック
[State -1]
type = ChangeState
value = 430
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="a" && command="holddown")||var(24)=430)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;しゃがみ中キック
[State -1]
type = ChangeState
value = 440
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="b" && command="holddown")||var(24)=440)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;しゃがみ強キック
[State -1]
type = ChangeState
value = 450
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype!=A && ((command="c" && command="holddown")||var(24)=450)
trigger1 = Ctrl || (StateNo=100 && animelemtime(2) >=0) || StateNo=101
trigger2 = var(3)=4

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
;ジャンプ弱パンチ
[State -1]
type = ChangeState
value = 600
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=600||command="x")
trigger1 = Ctrl
trigger2 = var(3)=4 && (stateno=[600,799])

;ジャンプ中パンチ
[State -1]
type = ChangeState
value = 610
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=610||command="y")
trigger1 = Ctrl
trigger2 = var(3)=4 && (stateno=[600,799])

;ジャンプ強パンチ
[State -1]
type = ChangeState
value = 620
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=620||command="z")
trigger1 = Ctrl
trigger2 = var(3)=4 && (stateno=[600,799])

;ジャンプ弱キック
[State -1]
type = ChangeState
value = 630
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=630||command="a")
trigger1 = Ctrl
trigger2 = var(3)=4 && (stateno=[600,799])

;ジャンプ中キック
[State -1]
type = ChangeState
value = 640
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=640||command="b")
trigger1 = Ctrl
trigger2 = var(3)=4 && (stateno=[600,799])

;ジャンプ強キック
[State -1]
type = ChangeState
value = 650
triggerall = fvar(38)!=1 && roundstate = 2 && Statetype=A && (var(24)=650||command="c")
trigger1 = Ctrl
trigger2 = var(3)=4 && (stateno=[600,799])

;ガード
[State -1]
type = ChangeState
value = 120
triggerall = !fvar(38) && (roundstate=2 || (RoundState>=3 && Win)) && !var(21) && !var(56) && (stateno!=[120,140]) && inguarddist
triggerall = ctrl && ((command="holdback"&&P2dist X>=0&&(statetype!=A||(statetype=A&&P2dist X>=0)))||(command="holdfwd"&&statetype=A&&P2dist X<0))
trigger1 = statetype!=A&&command!="holdup"
trigger2 = !fvar(37) && !var(59) && var(7)!=1 && statetype=A
trigger3 = fvar(37) && ceil(fvar(14))%2048>1023 && var(7)!=1&&statetype=A
