
;仚仚AI僐儅儞僪仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "AI_1"
command = D, D, D, D, D, D, D, D, D, D, D, D, D, D, D
time = 1

[Command]
name = "AI_2"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, F
time = 1

[Command]
name = "AI_3"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1

[Command]
name = "AI_4"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, B
time = 1
 
[Command]
name = "AI_5"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
time = 1

[Command]
name = "AI_6"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, b
time = 1

[Command]
name = "AI_7"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, c
time = 1

[Command]
name = "AI_8"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, x
time = 1

[Command]
name = "AI_9"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, y
time = 1

[Command]
name = "AI_10"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, z
time = 1

[Command]
name = "AI_11"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, s
time = 1

[Command]
name = "AI_12"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, a
time = 1

[Command]
name = "AI_13"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, a
time = 1

[Command]
name = "AI_14"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, a
time = 1
 
[Command]
name = "AI_15"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, b
time = 1

[Command]
name = "AI_16"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, a
time = 1

[Command]
name = "AI_17"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, a
time = 1

[Command]
name = "AI_18"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, a
time = 1

[Command]
name = "AI_19"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, a
time = 1

[Command]
name = "AI_20"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, a
time = 1

[Command]
name = "AI_21"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, a
time = 1

[Command]
name = "AI_22"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, b
time = 1

[Command]
name = "AI_23"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, b
time = 1

[Command]
name = "AI_24"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, b
time = 1
 
[Command]
name = "AI_25"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, c
time = 1

[Command]
name = "AI_26"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, c
time = 1

[Command]
name = "AI_27"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, b
time = 1

[Command]
name = "AI_28"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, b
time = 1

[Command]
name = "AI_29"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, b
time = 1

[Command]
name = "AI_30"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, b
time = 1

[Command]
name = "AI_31"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, b
time = 1

[Command]
name = "AI_32"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, c
time = 1

[Command]
name = "AI_33"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, c
time = 1

[Command]
name = "AI_34"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, c
time = 1
 
[Command]
name = "AI_35"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, x
time = 1

[Command]
name = "AI_36"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, x
time = 1

[Command]
name = "AI_37"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, x
time = 1

[Command]
name = "AI_38"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, c
time = 1

[Command]
name = "AI_39"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, c
time = 1

[Command]
name = "AI_40"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, c
time = 1

[Command]
name = "AI_41"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, c
time = 1

[Command]
name = "AI_42"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, x
time = 1

[Command]
name = "AI_43"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, x
time = 1

[Command]
name = "AI_44"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, x
time = 1
 
[Command]
name = "AI_45"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, x
time = 1

[Command]
name = "AI_46"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, x
time = 1

[Command]
name = "AI_47"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, x
time = 1

[Command]
name = "AI_48"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, y
time = 1

[Command]
name = "AI_49"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, x
time = 1

[Command]
name = "AI_50"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, x
time = 1

[Command]
name = "AI_51"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, x
time = 1

[Command]
name = "AI_52"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, y
time = 1

[Command]
name = "AI_53"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, y
time = 1

[Command]
name = "AI_54"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, y
time = 1
 
[Command]
name = "AI_55"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, y
time = 1

[Command]
name = "AI_56"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, y
time = 1

[Command]
name = "AI_57"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, y
time = 1

[Command]
name = "AI_58"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, y
time = 1

[Command]
name = "AI_59"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, z
time = 1

[Command]
name = "AI_60"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, y
time = 1

;仚仚僗乕僷乕傾乕僣仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

[Command]
name = "恀嬻攇摦対"
command = ~D, DF, F, D, DF, x
time = 24

[Command]
name = "恀嬻攇摦対"
command = ~D, DF, F, D, DF, ~x
time = 24

[Command]
name = "恀嬻攇摦対"
command = ~D, DF, F, D, DF, y
time = 24

[Command]
name = "恀嬻攇摦対"
command = ~D, DF, F, D, DF, ~y
time = 24

[Command]
name = "恀嬻攇摦対"
command = ~D, DF, F, D, DF, z
time = 24

[Command]
name = "恀嬻攇摦対"
command = ~D, DF, F, D, DF, ~z
time = 24

[Command]
name = "恀徃棿対"
command = ~D, DF, F, D, DF, a
time = 24

[Command]
name = "恀徃棿対"
command = ~D, DF, F, D, DF, ~a
time = 24

[Command]
name = "恀徃棿対"
command = ~D, DF, F, D, DF, b
time = 24

[Command]
name = "恀徃棿対"
command = ~D, DF, F, D, DF, ~b
time = 24

[Command]
name = "恀徃棿対"
command = ~D, DF, F, D, DF, c
time = 24

[Command]
name = "恀徃棿対"
command = ~D, DF, F, D, DF, ~c
time = 24

[Command]
name = "揹恘攇摦対"
command = ~D, DB, B, D, DB, x
time = 24

[Command]
name = "揹恘攇摦対"
command = ~D, DB, B, D, DB, ~x
time = 24

[Command]
name = "揹恘攇摦対"
command = ~D, DB, B, D, DB, y
time = 24

[Command]
name = "揹恘攇摦対"
command = ~D, DB, B, D, DB, ~y
time = 24

[Command]
name = "揹恘攇摦対"
command = ~D, DB, B, D, DB, z
time = 24

[Command]
name = "揹恘攇摦対"
command = ~D, DB, B, D, DB, ~z
time = 24

;仚仚昁嶦媄仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "攇摦対EX"
command = ~D, DF, F, x+y
time = 12

[Command]
name = "攇摦対EX"
command = ~D, DF, F, y+z
time = 12

[Command]
name = "攇摦対EX"
command = ~D, DF, F, x+z
time = 12

[Command]
name = "徃棿対EX"
command = ~F, D, DF, x+y
time = 15

[Command]
name = "徃棿対EX"
command = ~F, D, DF, y+z
time = 15

[Command]
name = "徃棿対EX"
command = ~F, D, DF, x+z
time = 15

[Command]
name = "忋抜懌搧廟傝EX"
command = ~B, DB, D, DF, F, a+b
time = 18

[Command]
name = "忋抜懌搧廟傝EX"
command = ~B, DB, D, DF, F, b+c
time = 18

[Command]
name = "忋抜懌搧廟傝EX"
command = ~B, DB, D, DF, F, a+c
time = 18

[Command]
name = "棾姫慁晽媟EX"
command = ~D, DB, B, a+b
time = 12

[Command]
name = "棾姫慁晽媟EX"
command = ~D, DB, B, b+c
time = 12

[Command]
name = "棾姫慁晽媟EX"
command = ~D, DB, B, a+c
time = 12

;仚仚昁嶦媄仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "攇摦対_x"
command = ~D, DF, F, x
time = 12

[Command]
name = "攇摦対_y"
command = ~D, DF, F, y
time = 12

[Command]
name = "攇摦対_z"
command = ~D, DF, F, z
time = 12

[Command]
name = "攇摦対_x"
command = ~D, DF, F, ~x
time = 12

[Command]
name = "攇摦対_y"
command = ~D, DF, F, ~y
time = 12

[Command]
name = "攇摦対_z"
command = ~D, DF, F, ~z
time = 12

[Command]
name = "徃棿対_x"
command = ~F, D, DF, x
time = 15

[Command]
name = "徃棿対_y"
command = ~F, D, DF, y
time = 15

[Command]
name = "徃棿対_z"
command = ~F, D, DF, z
time = 15

[Command]
name = "徃棿対_x"
command = ~F, D, DF, ~x
time = 15

[Command]
name = "徃棿対_y"
command = ~F, D, DF, ~y
time = 15

[Command]
name = "徃棿対_z"
command = ~F, D, DF, ~z
time = 15

[Command]
name = "忋抜懌搧廟傝_a"
command = ~B, DB, D, DF, F, a
time = 18

[Command]
name = "忋抜懌搧廟傝_b"
command = ~B, DB, D, DF, F, b
time = 18

[Command]
name = "忋抜懌搧廟傝_c"
command = ~B, DB, D, DF, F, c
time = 18

[Command]
name = "忋抜懌搧廟傝_a"
command = ~B, DB, D, DF, F, ~a
time = 18

[Command]
name = "忋抜懌搧廟傝_b"
command = ~B, DB, D, DF, F, ~b
time = 18

[Command]
name = "忋抜懌搧廟傝_c"
command = ~B, DB, D, DF, F, ~c
time = 18

[Command]
name = "棾姫慁晽媟_a"
command = ~D, DB, B, a
time = 12

[Command]
name = "棾姫慁晽媟_b"
command = ~D, DB, B, b
time = 12

[Command]
name = "棾姫慁晽媟_c"
command = ~D, DB, B, c
time = 12

[Command]
name = "棾姫慁晽媟_a"
command = ~D, DB, B, ~a
time = 12

[Command]
name = "棾姫慁晽媟_b"
command = ~D, DB, B, ~b
time = 12

[Command]
name = "棾姫慁晽媟_c"
command = ~D, DB, B, ~c
time = 12

[Command]
name = "儗僶僈僠儍"
command = x
time = 1

[Command]
name = "儗僶僈僠儍"
command = y
time = 1

[Command]
name = "儗僶僈僠儍"
command = z
time = 1

[Command]
name = "儗僶僈僠儍"
command = a
time = 1

[Command]
name = "儗僶僈僠儍"
command = b
time = 1

[Command]
name = "儗僶僈僠儍"
command = c
time = 1

[Command]
name = "儗僶僈僠儍"
command = F
time = 1

[Command]
name = "儗僶僈僠儍"
command = D
time = 1

[Command]
name = "儗僶僈僠儍"
command = B
time = 1

[Command]
name = "儗僶僈僠儍"
command = U
time = 1

;仚仚僗僥僢僾堏摦仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10

;仚仚僟僂儞夞旔仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+a
time = 1

[Command]
name = "recovery";Required (do not remove)
command = y+b
time = 1

[Command]
name = "recovery";Required (do not remove)
command = z+c
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a+c
time = 1

;仚仚摨帪墴偟仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "x+a"
command = x+a
time = 1

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

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

;仚仚僔儞僌儖仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[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

;仚仚儃僞儞墴偟偭傁側偟仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

[Command]
name = "holdz" 
command = /$z
time = 1

[Command]
name = "holda"
command = /$a
time = 1

[Command]
name = "holdb"
command = /$b
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

[Command]
name = "holds"
command = /$s
time = 1

[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1


;仚仚摿庩憖嶌仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "fwd"
command = F
time = 1

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

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

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

;quick standing
[Command]
name = "quick"
command = D
time = 1

;longjump
[Command]
name = "longjump_f"
command = D, UF
time = 10

[Command]
name = "longjump_b"
command = D, UB
time = 10

[Command]
name = "longjump_u"
command = D, U
time = 10

[Command];乮慜僽儘僢僉儞僌僐儅儞僪乯
name = "bl1"
command = F
time = 1

[Command];乮壓僽儘僢僉儞僌僐儅儞僪乯
name = "bl2"
command = D
time = 1




[Statedef -1]

;仚仚AI憖嶌仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[State -1, AI]
type = varset
triggerall = numhelper(30000)
triggerall = helper(30000),var(15) = 1
triggerall = var(50) != 1
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
trigger20 = command = "AI_20"
trigger21 = command = "AI_21"
trigger22 = command = "AI_22"
trigger23 = command = "AI_23"
trigger24 = command = "AI_24"
trigger25 = command = "AI_25"
trigger26 = command = "AI_26"
trigger27 = command = "AI_27"
trigger28 = command = "AI_28"
trigger29 = command = "AI_29"
trigger30 = command = "AI_30"
trigger31 = command = "AI_31"
trigger32 = command = "AI_32"
trigger33 = command = "AI_33"
trigger34 = command = "AI_34"
trigger35 = command = "AI_35"
trigger36 = command = "AI_36"
trigger37 = command = "AI_37"
trigger38 = command = "AI_38"
trigger39 = command = "AI_39"
trigger40 = command = "AI_40"
trigger41 = command = "AI_41"
trigger42 = command = "AI_42"
trigger43 = command = "AI_43"
trigger44 = command = "AI_44"
trigger45 = command = "AI_45"
trigger46 = command = "AI_46"
trigger47 = command = "AI_47"
trigger48 = command = "AI_48"
trigger49 = command = "AI_49"
trigger50 = command = "AI_50"
trigger51 = command = "AI_51"
trigger52 = command = "AI_52"
trigger53 = command = "AI_53"
trigger54 = command = "AI_54"
trigger55 = command = "AI_55"
trigger56 = command = "AI_56"
trigger57 = command = "AI_57"
trigger58 = command = "AI_58"
trigger59 = command = "AI_59"
trigger60 = command = "AI_60"
v = 50
value = 1

;仚仚僐儅儞僪擖椡仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

[State -1, varset]
type = varset
triggerall = Command = "longjump_u" || Command = "longjump_f" || Command = "longjump_b"
trigger1 = !var(38) && !fvar(31)
trigger2 = var(38)
trigger2 = var(58):= 40+ifelse(command="longjump_f",2,ifelse(command="longjump_b",3,1))
var(55) = 40
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "FF"
trigger1 = !var(38) && !fvar(31)
trigger2 = var(38)
trigger2 = var(58):= 100
var(55) = 100
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "BB"
trigger1 = !var(38) && !fvar(31)
trigger2 = var(38)
trigger2 = var(58):= 105
var(55) = 105
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "x"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",400,200)
var(55) = ifelse(command="holddown",400,200)
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "y"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",410,ifelse(command="holdfwd",900,210))
var(55) = ifelse(command="holddown",410,ifelse(command="holdfwd",900,210))
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",420,ifelse(command="holdfwd",910,220))
var(55) = ifelse(command="holddown",420,ifelse(command="holdfwd",910,220))
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "a"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",430,230)
var(55) = ifelse(command="holddown",430,230)
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "b"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",440,240)
var(55) = ifelse(command="holddown",440,240)
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",450,250)
var(55) = ifelse(command="holddown",450,250)
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "x"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 600
var(26) = 600
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "y"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 610
var(26) = 610
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 620
var(26) = 620
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "a"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 630
var(26) = 630
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "b"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 640
var(26) = 640
ignorehitpause = 1

[State -1, varset]
type = varset
triggerall = Command = "c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 650
var(26) = 650
ignorehitpause = 1

[State -1, varset]
type = varset
trigger1 = (command = "s") || (command = "z+c")
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
var(55) = 195
ignorehitpause = 1

[State -1, varset]
type = varset
trigger1 = command = "y+b"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
var(55) = 920
ignorehitpause = 1

[State -1, varset]
type = varset
trigger1 = command = "x+a"
trigger1 = command != "holddown"
var(55) = 800
ignorehitpause = 1

;攇摦対
[State -1, varset]
type = varset
triggerall = Command = "攇摦対_x" || Command = "攇摦対_y" || Command = "攇摦対_z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "攇摦対_z",1020,ifelse(Command = "攇摦対_y",1010,1000))
var(55) = ifelse(Command = "攇摦対_z",1020,ifelse(Command = "攇摦対_y",1010,1000))
ignorehitpause = 1

;攇摦対EX
[State -1, varset]
type = varset
triggerall = power >= 400
triggerall = Command = "攇摦対EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1030
var(55) = 1030
ignorehitpause = 1

;徃棿対
[State -1, varset]
type = varset
triggerall = Command = "徃棿対_x" || Command = "徃棿対_y" || Command = "徃棿対_z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "徃棿対_z",1120,ifelse(Command = "徃棿対_y",1110,1100))
var(55) = ifelse(Command = "徃棿対_z",1120,ifelse(Command = "徃棿対_y",1110,1100))
ignorehitpause = 1

;徃棿対EX
[State -1, varset]
type = varset
triggerall = power >= 400
triggerall = Command = "徃棿対EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1130
var(55) = 1130
ignorehitpause = 1

;棾姫慁晽媟
[State -1, varset]
type = varset
triggerall = Command = "棾姫慁晽媟_a" || Command = "棾姫慁晽媟_b" || Command = "棾姫慁晽媟_c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command = "棾姫慁晽媟_c",1220,ifelse(Command = "棾姫慁晽媟_b",1210,1200))
var(55) = ifelse(command = "棾姫慁晽媟_c",1220,ifelse(Command = "棾姫慁晽媟_b",1210,1200))
ignorehitpause = 1

;棾姫慁晽媟EX
[State -1, varset]
type = varset
triggerall = power >= 400
triggerall = Command = "棾姫慁晽媟EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1230
var(55) = 1230
ignorehitpause = 1

;嬻拞棾姫慁晽媟
[State -1, varset]
type = varset
triggerall = Command = "棾姫慁晽媟_a" || Command = "棾姫慁晽媟_b" || Command = "棾姫慁晽媟_c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= ifelse(command = "棾姫慁晽媟_c",1320,ifelse(Command = "棾姫慁晽媟_b",1310,1300))
var(26) = ifelse(command = "棾姫慁晽媟_c",1320,ifelse(Command = "棾姫慁晽媟_b",1310,1300))
ignorehitpause = 1

;嬻拞棾姫慁晽媟EX
[State -1, varset]
type = varset
triggerall = power >= 400
triggerall = Command = "棾姫慁晽媟EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 1330
var(26) = 1330
ignorehitpause = 1

;忋抜懌搧廟傝
[State -1, varset]
type = varset
triggerall = Command = "忋抜懌搧廟傝_a" || Command = "忋抜懌搧廟傝_b" || Command = "忋抜懌搧廟傝_c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "忋抜懌搧廟傝_c",1420,ifelse(Command = "忋抜懌搧廟傝_b",1410,1400))
var(55) = ifelse(Command = "忋抜懌搧廟傝_c",1420,ifelse(Command = "忋抜懌搧廟傝_b",1410,1400))
ignorehitpause = 1

;忋抜懌搧廟傝EX
[State -1, varset]
type = varset
triggerall = power >= 400
triggerall = Command = "忋抜懌搧廟傝EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1430
var(55) = 1430
ignorehitpause = 1

;恀嬻攇摦対
[State -1, varset]
type = varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = Command = "恀嬻攇摦対"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 3100
var(55) = 3100
ignorehitpause = 1

;恀徃棿対
[State -1, varset]
type = varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= 1280
triggerall = ifelse(var(2)=2,Command="恀嬻攇摦対",Command="恀徃棿対")
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 3000
var(55) = 3000
ignorehitpause = 1

;揹恘攇摦対
[State -1, varset]
type = varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= 960+(!var(2))*320
triggerall = ifelse(var(2)=3,Command="恀嬻攇摦対",Command="揹恘攇摦対")
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 3200
var(55) = 3200
ignorehitpause = 1

;愭峴擖椡夝彍
[State -1, varset]
type = varset
trigger1 = var(55) != var(57)
var(56) = helper(30000),var(19)
ignorehitpause = 1

[State -1, varset]
type = varset
trigger1 = 1
var(57) = var(55)
ignorehitpause = 1

[State -1, varAdd]
type = varAdd
trigger1 = var(55)
trigger1 = var(56) > 0
var(56) = -1

[State -1, varset]
type = varset
trigger1 = var(26) != var(28)
var(27) = helper(30000),var(19)
ignorehitpause = 1

[State -1, varset]
type = varset
trigger1 = 1
var(28) = var(26)
ignorehitpause = 1

[State -1, varAdd]
type = varAdd
trigger1 = var(26)
trigger1 = var(27) > 0
var(27) = -1

;昁嶦媄敪摦乮抧忋媄乯

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [3100,3200]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3000 && var(38) = 3000
trigger2 = stateno = 3010 && var(38) = 3010
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = 3000
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3100 && (Animelemtime(13) > 0) && (Animelemtime(16) < 0)
trigger2 = stateno = 3220 && (Animelemtime(1) > 0) && (Animelemtime(4) < 0)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = 3100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3220 && (Animelemtime(1) > 0) && (Animelemtime(4) < 0)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = 3200
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3100 && (Animelemtime(13) > 0) && (Animelemtime(16) < 0)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [3000,3200]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger4 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger5 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger11 = stateno = 1100 && var(38) = 1100
trigger12 = stateno = 1110 && var(38) = 1110
trigger13 = stateno = 1120 && var(38) = 1120
trigger14 = stateno = 1130 && var(38) = 1130
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = [3000,3200]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1030]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1100,1430]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger4 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger5 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1000,1030]
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger4 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger5 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = (var(58) = [1100,1430]) || (var(58) = [3000,3200])
triggerall = var(58) != [1300,1330]
triggerall = !var(13)
trigger1 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger2 = Stateno = 220 && animelemtime(7) <= 0 && var(38) = 220
trigger3 = Stateno = 225 && animelemtime(8) <= 0 && var(38) = 10225
trigger4 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger5 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger6 = Stateno = 250 && animelemtime(10) <= 0 && var(38) = 250
trigger7 = Stateno = 251 && animelemtime(9) <= 0 && var(38) = 251
trigger8 = Stateno = 420 && animelemtime(7) <= 0 && var(38) = 10420
trigger9 = Stateno = 450 && animelemtime(7) <= 0 && var(38) = 450
trigger10 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger11 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
trigger12 = Stateno = 910 && animelemtime(7) <= 0 && var(38) = 910
trigger13 = Stateno = 910 && animelemtime(9) <= 0 && var(38) = 911
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = (var(58) = [1000,1030])
triggerall = !fvar(36)
triggerall = !var(13)
trigger1 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger2 = Stateno = 220 && animelemtime(7) <= 0 && var(38) = 220
trigger3 = Stateno = 225 && animelemtime(8) <= 0 && var(38) = 10225
trigger4 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger5 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger6 = Stateno = 250 && animelemtime(10) <= 0 && var(38) = 250
trigger7 = Stateno = 251 && animelemtime(9) <= 0 && var(38) = 251
trigger8 = Stateno = 420 && animelemtime(7) <= 0 && var(38) = 10420
trigger9 = Stateno = 450 && animelemtime(7) <= 0 && var(38) = 450
trigger10 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger11 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
trigger12 = Stateno = 910 && animelemtime(7) <= 0 && var(38) = 910
trigger13 = Stateno = 910 && animelemtime(9) <= 0 && var(38) = 911
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [3000,3200]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = Stateno = 1400 && animelemtime(9) <= 0 && var(38) = 1400
trigger2 = Stateno = 1410 && animelemtime(11) <= 0 && var(38) = 1410
trigger3 = Stateno = 1420 && animelemtime(11) <= 0 && var(38) = 1420
trigger4 = Stateno = 1430 && animelemtime(14) <= 0 && var(38) = 1430
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1100,1130]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = Stateno = 1400 && animelemtime(9) <= 0 && var(38) = 1400
trigger2 = Stateno = 1410 && animelemtime(11) <= 0 && var(38) = 1410
trigger3 = Stateno = 1420 && animelemtime(11) <= 0 && var(38) = 1420
trigger4 = Stateno = 1430 && animelemtime(14) <= 0 && var(38) = 1430
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1200,1230]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1100 && var(38) = 1100
trigger2 = stateno = 1110 && var(38) = 1110
trigger3 = stateno = 1120 && var(38) = 1120
trigger4 = stateno = 1130 && var(38) = 1130
trigger5 = Stateno = 1400 && animelemtime(9) <= 0 && var(38) = 1400
trigger6 = Stateno = 1410 && animelemtime(11) <= 0 && var(38) = 1410
trigger7 = Stateno = 1420 && animelemtime(11) <= 0 && var(38) = 1420
trigger8 = Stateno = 1430 && animelemtime(14) <= 0 && var(38) = 1430
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1400,1430]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1100 && var(38) = 1100
trigger2 = stateno = 1110 && var(38) = 1110
trigger3 = stateno = 1120 && var(38) = 1120
trigger4 = stateno = 1130 && var(38) = 1130
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = [1100,1430]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1030]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = (var(58) = [1000,1030])
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1100 && var(38) = 1100
trigger2 = stateno = 1110 && var(38) = 1110
trigger3 = stateno = 1120 && var(38) = 1120
trigger4 = stateno = 1130 && var(38) = 1130
trigger5 = Stateno = 1400 && animelemtime(9) <= 0 && var(38) = 1400
trigger6 = Stateno = 1410 && animelemtime(11) <= 0 && var(38) = 1410
trigger7 = Stateno = 1420 && animelemtime(11) <= 0 && var(38) = 1420
trigger8 = Stateno = 1430 && animelemtime(14) <= 0 && var(38) = 1430
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = [1300,1330]
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = 1100 && var(38) = 1101
trigger2 = stateno = 1110 && var(38) = 1111
trigger3 = stateno = 1120 && var(38) = 1121
trigger4 = stateno = 1130 && var(38) = 1131
trigger5 = stateno = 1200 && var(38) = 1200
trigger6 = stateno = 1210 && var(38) = 1210
trigger7 = stateno = 1220 && var(38) = 1220
trigger8 = stateno = 1230 && var(38) = 1230
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(47)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = (var(47) = [1300,1330])
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = [600,655]
ignorehitpause = 0

[State -1]
type = ChangeState
value = 40
triggerall = numhelper(30000)
triggerall = helper(30000),var(8) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = [41,43]
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && animelemtime(7) <= 0 && var(38) = 220
trigger6 = Stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger7 = Stateno = 225 && animelemtime(8) <= 0 && var(38) = 10225
trigger8 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger9 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger10 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger11 = Stateno = 250 && animelemtime(10) <= 0 && var(38) = 250
trigger12 = Stateno = 251 && animelemtime(9) <= 0 && var(38) = 251
trigger13 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger14 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger15 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger16 = stateno = 420 && animelemtime(7) <= 0 && var(38) = 10420
trigger17 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger18 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger19 = Stateno = 450 && animelemtime(7) <= 0 && var(38) = 450
trigger20 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger21 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
trigger22 = Stateno = 910 && animelemtime(7) <= 0 && var(38) = 910
trigger23 = Stateno = 910 && animelemtime(9) <= 0 && var(38) = 911
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
triggerall = fvar(2) >= 64.0
trigger1 = statetype != A
trigger1 = ctrl
value = 5300
ignorehitpause = 0

;仚仚僐儅儞僪愭峴擖椡仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;Reversal 昁嶦媄敪摦乮抧忋媄)
[State -1, ChangeState]
type = ChangeState
value = var(55)
triggerall = (var(55) = [1100,1430]) || (var(55) = [3000,3200])
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 64
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 64
trigger3 = stateno = 5011
trigger3 = HitOver
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = HitOver
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = HitOver
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
trigger8 = fvar(2) < 64
trigger8 = stateno = 5120
trigger8 = AnimelemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimelemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimelemTime(10) = 0
trigger11 = ((stateno = [200,455])&&(stateno != 251)) || stateno = [900,910]
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
trigger13 = stateno = 100
trigger13 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1, ChangeState]
type = ChangeState
value = var(55)
triggerall = var(55) = 195 || var(55) = 800 || var(55) = 920
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 64
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 64
trigger3 = stateno = 5011
trigger3 = HitOver
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = HitOver
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = HitOver
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
trigger8 = fvar(2) < 64
trigger8 = stateno = 5120
trigger8 = AnimelemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimelemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimelemTime(10) = 0
trigger11 = ((stateno = [200,455])&&(stateno != 251)) || stateno = [900,910]
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
trigger13 = stateno = 100
trigger13 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1, ChangeState]
type = ChangeState
value = var(55)
triggerall = var(55) = [1000,1030]
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 64
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 64
trigger3 = stateno = 5011
trigger3 = HitOver
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = HitOver
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = HitOver
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
trigger8 = fvar(2) < 64
trigger8 = stateno = 5120
trigger8 = AnimelemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimelemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimelemTime(10) = 0
trigger11 = ((stateno = [200,455])&&(stateno != 251)) || stateno = [900,910]
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
trigger13 = stateno = 100
trigger13 = AnimelemTime(5) >= 1
ignorehitpause = 0

;昁嶦媄敪摦乮嬻拞媄乯
[State -1, 0]
type = ChangeState
value = var(26)
triggerall = var(26) = [1300,1330]
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = ctrl
trigger2 = stateno = [600,655]
trigger2 = movetype = A && time <= 3
ignorehitpause = 0

;仚仚捠忢峌寕仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

;數旜嵱偒
[State -1]
type = ChangeState
value = 910
triggerall = (Command = "z" && Command = "holdfwd" && Command != "holddown") || var(55) = 910
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 910
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 910
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger7 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger8 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger9 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger10 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger12 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 900
ignorehitpause = 0

;棫偪戝僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(28*const(size.xscale)),225,220)
triggerall = (command = "z" && command != "holddown") || var(55) = 220
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(28*const(size.xscale)),225,220)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 220
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger7 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger8 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger9 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger10 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger12 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嵔崪妱傝
[State -1]
type = ChangeState
value = 900
triggerall = (Command = "y" && Command = "holdfwd" && Command != "holddown") || var(55) = 900
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 900
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 900
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger4 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger5 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

;棫偪拞僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(22*const(size.xscale)),215,210)
triggerall = (command = "y" && command != "holddown") || var(55) = 210
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(22*const(size.xscale)),215,210)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 210
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger4 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger5 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮

;棫偪彫僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(8*const(size.xscale)),205,200)
triggerall = (Command = "x" && Command != "holddown") || var(55) = 200
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 0
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

;楢懪僉儍儞僙儖
[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(8*const(size.xscale)),205,200)
triggerall = var(58) = 200
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
triggerall = var(38)
trigger1 = Stateno = 200
trigger2 = Stateno = 400
trigger3 = Stateno = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮

;棫偪戝僉僢僋
[State -1]
type = ChangeState
value = 250
triggerall = (command = "c" && command != "holddown") || var(55) = 250
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 250
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 250
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && animelemtime(7) <= 0 && var(38) = 220
trigger6 = Stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger7 = Stateno = 225 && animelemtime(8) <= 0 && var(38) = 10225
trigger8 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger9 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger10 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger11 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger12 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger13 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger14 = stateno = 420 && animelemtime(7) <= 0 && var(38) = 10420
trigger15 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger16 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger17 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger18 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
trigger19 = Stateno = 910 && animelemtime(7) <= 0 && var(38) = 910
trigger20 = Stateno = 910 && animelemtime(9) <= 0 && var(38) = 911
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮

;棫偪拞僉僢僋
[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(28*const(size.xscale)),245,240)
triggerall = (command = "b" && command != "holddown") || var(55) = 240
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(28*const(size.xscale)),245,240)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 240
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger6 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger9 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger10 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棫偪庛僉僢僋
[State -1]
type = ChangeState
value = 230
triggerall = (command = "a" && command != "holddown") || var(55) = 230
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 230
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 230
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒戝僷儞僠
[State -1]
type = ChangeState
value = 420
triggerall = (command = "z" && command = "holddown") || var(55) = 420
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 420
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 420
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger7 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger8 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger9 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger10 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger12 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒拞僷儞僠
[State -1]
type = ChangeState
value = 410
triggerall = (command = "y" && command = "holddown") || var(55) = 410
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 410
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 410
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger4 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger5 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒彫僷儞僠
[State -1]
type = ChangeState
value = 400
triggerall = (command = "x" && command = "holddown") || var(55) = 400
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

;楢懪僉儍儞僙儖
[State -1]
type = ChangeState
value = 400
triggerall = var(58) = 400
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
triggerall = var(38)
trigger1 = Stateno = 200
trigger2 = Stateno = 400
trigger3 = Stateno = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒戝僉僢僋
[State -1]
type = ChangeState
value = 450
triggerall = (command = "c" && command = "holddown") || var(55) = 450
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 450
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 450
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && animelemtime(7) <= 0 && var(38) = 220
trigger6 = Stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger7 = Stateno = 225 && animelemtime(8) <= 0 && var(38) = 10225
trigger8 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger9 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger10 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger11 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger12 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger13 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger14 = stateno = 420 && animelemtime(7) <= 0 && var(38) = 10420
trigger15 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger16 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger17 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger18 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
trigger19 = Stateno = 910 && animelemtime(7) <= 0 && var(38) = 910
trigger20 = Stateno = 910 && animelemtime(9) <= 0 && var(38) = 911
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒拞僉僢僋
[State -1]
type = ChangeState
value = 440
triggerall = (command = "b" && command = "holddown") || var(55) = 440
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 440
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 440
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger6 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger9 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger10 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒彫僉僢僋
[State -1]
type = ChangeState
value = 430
triggerall = (command = "a" && command = "holddown") || var(55) = 430
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

;楢懪僉儍儞僙儖
[State -1]
type = ChangeState
value = 430
triggerall = var(58) = 430
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
triggerall = var(38)
trigger1 = Stateno = 200
trigger2 = Stateno = 400
trigger3 = Stateno = 430
ignorehitpause = 0

[State -1]
type = ChangeState
value = 430
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 430
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
ignorehitpause = 0

;仚仚僕儍儞僾峌寕仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

;僕儍儞僾戝僷儞僠
[State -1]
type = ChangeState
value = ifelse(vel X=0,620,625)
trigger1 = command = "z" || var(26) = 620
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,620,625)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 620
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 630
trigger6 = Stateno = 635
trigger7 = Stateno = 640
trigger8 = Stateno = 645
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾拞僷儞僠
[State -1]
type = ChangeState
value = ifelse(vel X=0,615,610)
trigger1 = command = "y" || var(26) = 610
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,615,610)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 610
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 630
trigger4 = Stateno = 635
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾彫僷儞僠
[State -1]
type = ChangeState
value = ifelse(vel X=0,605,600)
trigger1 = command = "x" || var(26) = 600
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾戝僉僢僋
[State -1]
type = ChangeState
value = ifelse(vel X=0,655,650)
trigger1 = command = "c" || var(26) = 650
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,655,650)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 650
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 620
trigger6 = Stateno = 625
trigger7 = Stateno = 630
trigger8 = Stateno = 635
trigger9 = Stateno = 640
trigger10 = Stateno = 645
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾拞僉僢僋
[State -1]
type = ChangeState
value = ifelse(vel X=0,645,640)
trigger1 = command = "b" || var(26) = 640
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,645,640)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 640
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 630
trigger6 = Stateno = 635
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞彫僉僢僋
[State -1]
type = ChangeState
value = ifelse(vel X=0,635,630)
trigger1 = command = "a" || var(26) = 630
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0


;仚仚僗僥僢僾堏摦仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

; 慜僗僥僢僾
[State -1]
type = ChangeState
value = ifelse(p2dist X >= 0,100,105)
trigger1 = var(55) = 100
trigger1 = command != "holddown"
trigger1 = var(50) = 0
trigger1 = statetype != A
trigger1 = ctrl
ignorehitpause = 0

; 屻僗僥僢僾
[State -1]
type = ChangeState
value = ifelse(p2dist X >= 0,105,100)
trigger1 = var(55) = 105
trigger1 = command != "holddown"
trigger1 = var(50) = 0
trigger1 = statetype != A
trigger1 = ctrl
ignorehitpause = 0


[State -1]
type = ChangeState
value = var(58)
triggerall = numhelper(30000)
triggerall = helper(30000),var(9) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 100 || var(58) = 105
triggerall = !var(13)
trigger1 = stateno = 200 && animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && animelemtime(7) <= 0 && var(38) = 220
trigger6 = Stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger7 = Stateno = 225 && animelemtime(8) <= 0 && var(38) = 10225
trigger8 = Stateno = 230 && animelemtime(5) <= 0 && var(38) = 230
trigger9 = Stateno = 240 && animelemtime(6) <= 0 && var(38) = 240
trigger10 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger11 = Stateno = 250 && animelemtime(10) <= 0 && var(38) = 250
trigger12 = Stateno = 251 && animelemtime(9) <= 0 && var(38) = 251
trigger13 = stateno = 400 && animelemtime(5) <= 0 && var(38) = 400
trigger14 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger15 = stateno = 420 && animelemtime(4) <= 0 && var(38) = 420
trigger16 = stateno = 420 && animelemtime(7) <= 0 && var(38) = 10420
trigger17 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger18 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger19 = Stateno = 450 && animelemtime(7) <= 0 && var(38) = 450
trigger20 = Stateno = 900 && animelemtime(5) <= 0 && var(38) = 900
trigger21 = Stateno = 900 && animelemtime(11) <= 0 && var(38) = 901
trigger22 = Stateno = 910 && animelemtime(7) <= 0 && var(38) = 910
trigger23 = Stateno = 910 && animelemtime(9) <= 0 && var(38) = 911
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;愭峴擖椡夝彍
[State -1, varset]
type = varset
trigger1 = !var(13)
trigger1 = !var(56)
trigger1 = !fvar(19)
trigger1 = !fvar(31)
var(55) = 0

[State -1, varset]
type = varset
trigger1 = var(55) = 0
var(57) = 0

[State -1, varSet]
type = varSet
trigger1 = !var(13)
trigger1 = !var(38)
trigger1 = var(58)
var(58) = 0

[State -1, varset]
type = varset
trigger1 = !var(13)
trigger1 = !var(27)
trigger1 = !fvar(31)
var(26) = 0

[State -1, varset]
type = varset
trigger1 = var(26) = 0
var(28) = 0

[State -1, varSet]
type = varSet
trigger1 = !var(13)
trigger1 = !var(38)
trigger1 = var(47)
var(47) = 0

;仮仮AI憖嶌仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
[State -1, 師偺庤傪巚埬拞]
type = varRandom
trigger1 = roundstate = 2
trigger1 = var(50) = 1
trigger1 = statetype != A
v = 51
range = 0,99

[State -1, 師偺庤傪巚埬拞]
type = varRandom
trigger1 = roundstate = 2
trigger1 = var(50) = 1
trigger1 = statetype = A
v = 51
range = 100,199

;棫偪僽儘
[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=22||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 250
trigger2 = (stateno = [120,131]) && random < 150
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 250
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 250
slot = 0
attr = SA, NA, SA, HA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=22||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 250+P2BodyDist X
trigger2 = (stateno = [120,131]) && random < 150+p2bodydist X
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 250+P2BodyDist X
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 250+P2BodyDist X
slot = 1
attr = SA, NP, SP
stateno = 4010
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=22||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 250+P2BodyDist X
trigger2 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger3 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 250+P2BodyDist X
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [150,153]) && helper(30000),var(2) && random < 250+P2BodyDist X
slot = 6
attr = SA, HP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
triggerall = stateno != [120,131]
trigger1 = (ctrl||stateno=22||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 200
trigger2 = (stateno = [120,131]) && random < 100
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 200
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 200
slot = 2
attr = C, NA, SA, HA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
triggerall = stateno != [120,131]
trigger1 = (ctrl||stateno=22||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 250+P2BodyDist X
trigger2 = (stateno = [120,131]) && random < 150+p2bodydist X
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 250+P2BodyDist X
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 250+P2BodyDist X
slot = 3
attr = C, NP, SP
stateno = 4110
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
triggerall = stateno != [120,131]
trigger1 = (ctrl||stateno=22||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 250+P2BodyDist X
trigger2 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger3 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 250+P2BodyDist X
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [150,153]) && helper(30000),var(2) && random < 250+P2BodyDist X
slot = 7
attr = C, HP
stateno = 4110
time = 1

;嬻拞僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||(stateno=5040&&Hitover=1)||((stateno = [4200,4205])&&time>5)) && helper(30000),var(0) && random < 350
trigger2 = (stateno = [4200,4205]) && time<=5 && random < 750
trigger3 = (stateno = [6154,6155]) && helper(30000),var(2) && random < 350
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [154,155]) && helper(30000),var(2) && random < 350
slot = 4
attr = SCA, AA
stateno = 4200
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||(stateno=5040&&Hitover=1)||((stateno = [4200,4205])&&time>5)) && helper(30000),var(0) && random < 300
trigger2 = (stateno = [4200,4205]) && time<=5 && random < 750
trigger3 = (stateno = [6154,6155]) && helper(30000),var(2) && random < 300+P2BodyDist X
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [154,155]) && helper(30000),var(2) && random < 300+P2BodyDist X
slot = 5
attr = SCA, AP
stateno = 4205
time = 1

[State -1, 僈乕僪]
type = changestate
value = 120
triggerall = var(50) = 1
triggerall = StateNo != [120,155]
triggerall = ctrl || stateno = 22
triggerall = statetype != A
triggerall = inguarddist
trigger1 = Random <= 300
trigger2 = enemy,numproj > 0
trigger2 = Random <= 400
trigger3 = P2BodyDist X > 90
trigger3 = Random <= 500
trigger4 = EnemyNear,Time > 50
trigger4 = Random <= 600
ctrl = 0

[State -3, velset]
Type = velset
trigger1 = var(50) = 1
Trigger1 = stateno = [120,131]
Trigger1 = statetype != A
x = 0

[State -1, 揹恘攇摦対捛偄摙偪]
type = ChangeState
value = 1120+(random<250)*300
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = ifelse(power>=400,random<250,1)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = fvar(17)
triggerall = !var(13)
trigger1 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger1 = numtarget(225)
;trigger1 = target(225),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 揹恘攇摦対捛偄摙偪]
type = ChangeState
value = 1430
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = power >= 400
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = fvar(17)
triggerall = !var(13)
trigger1 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger1 = numtarget(225)
trigger1 = target(225),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 揹恘攇摦対捛偄摙偪]
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = var(2) = 0 || var(2) = 2
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = power >= 1280
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
triggerall = fvar(17)
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = 1120
trigger1 = numtarget(1120)
trigger1 = target(1120),stateno = [5000,5099]
ignorehitpause = 0

[State -1, 揹恘攇摦対]
type = null;ChangeState
value = 3200
triggerall = var(2) = 0 || var(2) = 3
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = power >= 960+(var(0)=0)*1600
triggerall = statetype != A
triggerall = P2BodyDist X = [ceil(70*const(size.xscale)),ceil(140*const(size.xscale))]
triggerall = movetype != H
triggerall = movetype = I
trigger1 = enemy, numproj = 0
trigger1 = enemy, numpartner = 0
trigger1 = p2statetype = L
trigger1 = p2stateno = [5100,5110]
;trigger1 = Random = [0,499]
trigger1 = ctrl||stateno=22
trigger1 = fvar(15) > 20
ignorehitpause = 0

[State -1, 揹恘攇摦対]
type = ChangeState
value = 3200
triggerall = var(2) = 0 || var(2) = 3
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = power >= 960+(var(0)=0)*320
triggerall = P2BodyDist Y = 0
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(50*const(size.xscale))]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = movetype != H 
trigger1 = var(51) = [0,30)
trigger1 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger1 = numtarget(225)
trigger1 = target(225),stateno = [5000,5011]
trigger1 = fvar(15) > 30

[State -1, 拞僷儞僠]
type = ChangeState
value = 210+(random<500)*200
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = P2BodyDist X >= ceil(60*const(size.xscale))
triggerall = movetype != H
triggerall = movetype = I
trigger1 = enemy, numproj = 0
trigger1 = power < 960+(var(2)=0)*1600+(var(2)=1)*1280+(var(2)=2)*320
trigger1 = p2statetype = L
trigger1 = p2stateno = [5100,5110]
trigger1 = Random = [0,499]
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 恀丒徃棿対]
type = ChangeState
value = 3000
triggerall = var(2) = 0 || var(2) = 2
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = power >= 1280
triggerall = P2BodyDist Y = [ceil(-30*const(size.yscale)),0]
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = var(51) = [50,50+(p2movetype=A)*20)
trigger1 = movetype = I
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = var(51) = [50,70)
trigger2 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger2 = numtarget(225)
trigger2 = target(225),stateno = [5000,5011]
trigger3 = var(51) = [50,70)
trigger3 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger3 = numtarget(215)
trigger3 = target(215),stateno = [5000,5011]
trigger4 = var(51) = [50,70)
trigger4 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger4 = numtarget(245)
trigger4 = target(245),stateno = [5000,5011]
trigger5 = var(51) = [0,50)
trigger5 = stateno = [1100,1120]
trigger5 = var(38)
trigger5 = numtarget
trigger5 = target,statetype = A
trigger6 = var(51) = [0,40)
trigger6 = stateno = 910
trigger6 = AnimelemTime(13) = 1
trigger6 = numtarget(911)
trigger6 = target(911),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 恀嬻攇摦対]
type = ChangeState
value = 3100
triggerall = var(2) = 0 || var(2) = 1
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = power >= 1120+(var(2)=0)*160
triggerall = P2BodyDist Y = [ceil((-20-(enemy,vel X>0)*30)*const(size.yscale)),0]
triggerall = P2BodyDist X = [ceil(0*const(size.xscale)),ceil(150*const(size.xscale))]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = P2BodyDist X = [ceil(100*const(size.xscale)),ceil(120*const(size.xscale))]
trigger1 = enemynear,vel Y >= 0
trigger1 = var(51) = [80,80+(p2movetype=A)*2)
trigger1 = movetype = I
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [80,85)
trigger2 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger2 = numtarget(225)
trigger2 = target(225),stateno = [5000,5011]
trigger3 = var(51) = [80,85)
trigger3 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger3 = numtarget(215)
trigger3 = target(215),stateno = [5000,5011]
trigger4 = var(51) = [80,85)
trigger4 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger4 = numtarget(245)
trigger4 = target(245),stateno = [5000,5011]
trigger6 = var(51) = [80,85)
trigger6 = stateno = 910
trigger6 = AnimelemTime(13) = 1
trigger6 = numtarget(911)
trigger6 = target(911),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 恀嬻攇摦対]
type = ChangeState
value = 3100
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [80,100)
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(var(2)=0)*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-40*const(size.yscale)),ceil(40*const(size.yscale))]
triggerall = !var(13) 
trigger1 = stateno = 1100
trigger1 = var(38)
trigger1 = numtarget(1100)
trigger1 = target(1100),statetype = A
ignorehitpause = 0

[State -1, 恀丒徃棿対]
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= 1280
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
triggerall = !var(13) 
trigger1 = var(51) = [50,100)
trigger1 = P2BodyDist X = [0,ceil(20*const(size.xscale))]
trigger1 = P2movetype = A
trigger1 = P2statetype != A
trigger1 = fvar(2) < 64
trigger1 = stateno = 5120
trigger1 = AnimElemTime(10) = 0
trigger2 = var(51) = [50,100)
trigger2 = P2BodyDist X = [0,ceil(20*const(size.xscale))]
trigger2 = P2movetype = A
trigger2 = P2statetype != A
trigger2 = stateno = 5123
trigger2 = AnimElemTime(10) = 0
trigger3 = var(51) = [50,100)
trigger3 = P2BodyDist X = [0,ceil(20*const(size.xscale))]
trigger3 = P2movetype = A
trigger3 = P2statetype != A
trigger3 = stateno = 5124
trigger3 = AnimElemTime(10) = 0
trigger4 = var(51) = [50,100]
trigger4 = p2movetype = A
trigger4 = stateno = 100
trigger4 = AnimElemTime(5) = 1
trigger5 = var(51) = [50,100]
trigger5 = fvar(2) < 64
trigger5 = stateno = 5001 || stateno = 5011
trigger5 = HitOver
trigger6 = var(51) = [50,100]
trigger6 = stateno = 151 || stateno = 6151 || stateno = 153 || stateno = 6153
trigger6 = HitOver
ignorehitpause = 0

[State -1, 恀嬻攇摦対]
type = ChangeState
value = 3100-(P2BodyDist X <= ceil(30*const(size.xscale)))*100
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,60)
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(var(2)=0||var(2)=2)*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = !var(13) 
trigger1 = var(40) >= 2
trigger1 = stateno = 430 && animelemtime(5) <= 0 && var(38) = 430
trigger1 = numtarget(430)
trigger1 = target(430),stateno != [150,153]
trigger2 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger2 = numtarget(410)
trigger2 = target(410),stateno != [150,153]
ignorehitpause = 0

[State -1, 搳偘]
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,15+(enemy,BackEdgeBodyDist<=5)*15]
triggerall = fvar(39) != [1,12]
triggerall = fvar(21) <= 2
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(15*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
trigger1 = movetype = I
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = stateno = 100
trigger2 = AnimElemTime(5) = 1
ignorehitpause = 0

[State -1, 偟傖偑傒彫僉僢僋]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = Power >= 1120+(!var(2))*160
triggerall = var(50) = 1
triggerall = P2BodyDist X = (ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13) 
trigger1 = Random = [0,200-(p2movetype=A)*100)
trigger1 = movetype = I
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = Random = [0,200-(p2movetype=A)*100)
trigger2 = stateno = 100
trigger2 = AnimElemTime(5) = 1
trigger3 = Random = [0,1000)
trigger3 = var(40) < 2
trigger3 = Stateno = 430
trigger3 = var(38) = 430
trigger3 = numtarget(430)
ignorehitpause = 0

[State -1, 恀嬻攇摦対]
type = ChangeState
value = 3100
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,20)
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(50*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-70*const(size.yscale)),ceil(70*const(size.yscale))]
triggerall = !var(13) 
trigger1 = stateno = 1100
trigger1 = var(38)
trigger1 = numtarget(1100)
trigger1 = target(1100),statetype = A
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100+(random<50)*10+(random<200)*10
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-130*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = !var(5)
triggerall = movetype != H 
triggerall = P2BodyDist X = [ceil((-20+(enemynear,vel X>0)*20)*const(size.xscale)),ceil(45*const(size.xscale))]
triggerall = movetype = I
triggerall = ctrl||stateno=22||stateno=[120,131]
trigger1 = var(51) = [30,30+(p2movetype=A)*2]
trigger1 = enemynear,stateno != [120,155]
trigger2 = var(51) = [30,59]
trigger2 = numtarget(1430)
trigger2 = target(1430),statetype = A
trigger3 = var(51) = [30,80]
trigger3 = p2movetype = A
trigger3 = stateno = 100
trigger3 = AnimElemTime(5) = 1
ignorehitpause = 0

[State -1, 偟傖偑傒戝僷儞僠]
type = ChangeState
value = 420
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),ceil(-50*const(size.yscale))]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = !var(5)
triggerall = movetype != H 
trigger1 = P2BodyDist X = [ceil((-10+(enemynear,vel X>0)*10)*const(size.xscale)),ceil(20*const(size.xscale))]
trigger1 = var(51) = [40,43]
trigger1 = movetype = I
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100+(P2BodyDist X<=ceil(10*const(size.xscale)))*10+(P2BodyDist X<=ceil(5*const(size.xscale)))*10
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(15*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = movetype != H 
trigger1 = var(51) = [0,40)
trigger1 = stateno = [4000,4115]
trigger1 = Animelemtime(4) = 0
trigger2 = var(51) = [0,40)
trigger2 = P2movetype = A
trigger2 = fvar(2) < 64
trigger2 = stateno = 5120
trigger2 = AnimElemTime(10) = 0
trigger3 = var(51) = [0,40)
trigger3 = P2movetype = A
trigger3 = stateno = 5123
trigger3 = AnimElemTime(10) = 0
trigger4 = var(51) = [0,40)
trigger4 = P2movetype = A
trigger4 = stateno = 5124
trigger4 = AnimElemTime(10) = 0
trigger5 = var(51) = [0,40]
trigger5 = fvar(2) < 64
trigger5 = stateno = 5001 || stateno = 5011
trigger5 = HitOver
trigger6 = var(51) = [0,40]
trigger6 = stateno = 151 || stateno = 6151 || stateno = 153 || stateno = 6153
trigger6 = HitOver
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100+(P2BodyDist X<=ceil(7*const(size.xscale)))*10+(P2BodyDist X<=ceil(4*const(size.xscale)))*10
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,50)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(10*const(size.xscale))]
triggerall = !var(13) 
triggerall = !var(24)
trigger1 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger1 = numtarget(225)
trigger1 = target(225),stateno = [5000,5011]
trigger2 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger2 = numtarget(215)
trigger2 = target(215),stateno = [5000,5011]
trigger3 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger3 = numtarget(245)
trigger3 = target(245),stateno = [5000,5011]
trigger4 = stateno = 410 && animelemtime(5) <= 0 && var(38) = 410
trigger4 = numtarget(410)
trigger4 = target(410),stateno = [5000,5011]
ignorehitpause = 0

[State -1, EX忋抜懌搧廟傝]
type = ChangeState
value = 1430
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,60-(p2stateno=[150,155])*55)
triggerall = power >= 400
triggerall = random = [0,400]
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(90*const(size.xscale))]
triggerall = p2statetype != A
triggerall = !var(13) 
triggerall = !var(24)
trigger1 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger2 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger3 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger4 = stateno = 440 && animelemtime(8) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 恀嬻棾姫慁晽媟]
type = ChangeState
value = 1230
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,60-(p2stateno=[150,155])*55)
triggerall = power >= 400
triggerall = random = [300,600]
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = !var(13) 
triggerall = !var(24)
triggerall = var(38)
trigger1 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger2 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger3 = stateno = 440 && animelemtime(8) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 棾姫慁晽媟]
type = ChangeState
value = (1200+(p2statetype=S&&random<500)*200+(p2statetype=C)*200)
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,50-(p2stateno=[150,155])*45)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = p2statetype != A
triggerall = !var(13) 
triggerall = !var(24)
triggerall = var(38)
trigger1 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger2 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger3 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger4 = stateno = 440 && animelemtime(8) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 攇摦対]
type = ChangeState
value = ifelse(power>=400&&random<150,1030,ifelse(numtarget,1020,1000+random%3*10))
triggerall = roundstate = 2
triggerall = fvar(36) = 0
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
trigger1 = !var(5)
trigger1 = P2BodyDist X > ceil(80*const(size.xscale))+(enemy,BackEdgeBodyDist<=10)*100
trigger1 = P2BodyDist Y >= ceil(-20*const(size.yscale))
trigger1 = movetype != H
trigger1 = var(51) = 0
trigger1 = movetype = I
trigger1 = ctrl||stateno=22
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [0,90-(p2stateno=[150,155])*50)
trigger2 = p2statetype != A
trigger2 = stateno = 225 && animelemtime(6) <= 0 && var(38) = 225
trigger2 = enemynear,BackEdgeBodyDist >= 10
trigger3 = var(51) = [0,90-(p2stateno=[150,155])*50)
trigger3 = p2statetype != A
trigger3 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger3 = enemynear,BackEdgeBodyDist >= 10
trigger4 = var(51) = [0,90-(p2stateno=[150,155])*50)
trigger4 = p2statetype != A
trigger4 = stateno = 215 && animelemtime(7) <= 0 && var(38) = 215
trigger4 = enemynear,BackEdgeBodyDist >= 10
trigger5 = var(51) = [0,90-(p2stateno=[150,155])*50)
trigger5 = p2statetype != A
trigger5 = stateno = 245 && animelemtime(7) <= 0 && var(38) = 245
trigger5 = enemynear,BackEdgeBodyDist >= 10
ignorehitpause = 0

[State -1, 棫偪戝僷儞僠(嬤)]
type = ChangeState
value = 225
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(20*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = p2statetype != A
trigger1 = Random = [0,100-(p2movetype=A)*50]
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = Random = [0,400+(fvar(17)=1)*600]
trigger2 = ctrl||stateno=22||stateno=[120,131]
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
trigger3 = Random = [0,400)
trigger3 = stateno = 100
trigger3 = AnimElemTime(5) = 1
ignorehitpause = 0

[State -1, 棫偪拞僷儞僠(嬤)]
type = ChangeState
value = 215
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(15*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
trigger1 = Random = [500,600-(p2movetype=A)*50]
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = Random = [500,700]
trigger2 = ctrl||stateno=22||stateno=[120,131]
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
ignorehitpause = 0

[State -1, 棫偪拞僉僢僋(嬤)]
type = ChangeState
value = 245
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.xscale)),0]
triggerall = statetype != A
triggerall = movetype = I
trigger1 = Random = [800,900-(p2movetype=A)*50)
trigger1 = p2statetype != L
;trigger1 = p2statetype != A
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = Random = [800,1000]
trigger2 = ctrl||stateno=22||stateno=[120,131]
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
ignorehitpause = 0

[State -1, 棫偪拞僉僢僋(墦)]
type = ChangeState
value = 240
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(75*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.xscale)),0]
triggerall = statetype != A
triggerall = movetype = I
trigger1 = Random = [0,40-(p2movetype=A)*20)
trigger1 = p2statetype != L
;trigger1 = p2statetype != A
trigger1 = ctrl||stateno=22||stateno=[120,131]
ignorehitpause = 0

[State -1, 棫偪戝僷儞僠(墦)]
type = ChangeState
value = 220
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(33*const(size.xscale)),ceil(38*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype = S
triggerall = enemynear,const(size.head.pos.y) < -70
trigger1 = Random = [0,10-(p2movetype=A)*10]
trigger1 = ctrl||stateno=22
trigger1 = stateno != [130,131]
ignorehitpause = 0

[State -1, 棫偪戝僉僢僋]
type = ChangeState
value = 250
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil((50+(enemynear,vel X>0)*10)*const(size.xscale)),ceil((80+(enemynear,vel X>0)*10)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-80*const(size.yscale)),ceil(80*const(size.yscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = !var(24)
triggerall = !var(5)
triggerall = ctrl||stateno=22
triggerall = stateno != [130,131]
trigger1 = Random = [400,410-(p2movetype=A)*5)
trigger1 = p2statetype != L
trigger1 = p2statetype != C
trigger2 = Random = [400,600)
trigger2 = numtarget(1430)
trigger2 = target(1430),statetype = A
ignorehitpause = 0

[State -1, 數旜嵱偒]
type = ChangeState
value = 910
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(20*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype != A
triggerall = p2movetype != A
trigger1 = Random = [0,20]
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 嵔崪妱傝]
type = ChangeState
value = 900
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(10*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype = C
triggerall = p2movetype != A
trigger1 = Random = [100,180]
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 儕乕僾傾僞僢僋]
type = ChangeState
value = 920
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(30*const(size.xscale)),ceil(40*const(size.xscale)))
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype = C
triggerall = p2movetype != A
trigger1 = Random = [100,180]
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 偟傖偑傒拞僉僢僋]
type = ChangeState
value = 440
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = movetype = I
trigger1 = Random = [100,200-(p2movetype=A)*50]
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger2 = Random = [0,400]
trigger2 = ctrl||stateno=22||stateno=[120,131]
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
ignorehitpause = 0

[State -1, 偟傖偑傒戝僉僢僋]
type = ChangeState
value = 450
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(90*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = statetype != A
triggerall = movetype = I
trigger1 = Random = [900,930-(p2movetype=A)*15]
trigger1 = p2statetype != L
trigger1 = ctrl||stateno=22
trigger1 = stateno != [130,131]
ignorehitpause = 0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
trigger1 = RoundState = 2
trigger1 = Enemynear,movetype != A
trigger1 = var(51) = 0
trigger1 = var(50) = 1
trigger1 = P2BodyDist X = [ceil(80*const(size.xscale)),ceil(100*const(size.xscale))]
trigger1 = statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = enemy, numproj = 0
trigger1 = enemy, ctrl
trigger1 = ctrl||stateno=22
trigger1 = stateno != [120,131]
ignorehitpause = 0

[State -1, 嬻拞棾姫慁晽媟]
type = ChangeState
value = 1320
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = movetype = I
triggerall = var(50) = 1
triggerall = p2statetype != L && p2statetype != C
triggerall = P2BodyDist X = [ceil((-40-(vel X<0)*20)*const(size.xscale)),ceil((70+(vel X>0)*50)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(110*const(size.yscale))]
triggerall = stateno != 5020
triggerall = vel Y >= -1
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = var(51) = 100
trigger1 = vel Y < 0
trigger1 = ctrl
trigger1 = pos Y <= ceil(-70*const(size.yscale))
trigger2 = var(51) = 120
trigger2 = vel Y >= 0
trigger2 = ctrl
trigger2 = pos Y <= ceil(-70*const(size.yscale))
ignorehitpause = 0

[State -1, 僕儍儞僾拞僷儞僠]
type = ChangeState
value = 610
triggerall = roundstate = 2
triggerall = vel X > 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(40*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-40*const(size.yscale)),ceil(10*const(size.yscale))]
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = movetype = I
triggerall = ctrl
trigger1 = vel Y > 0
trigger1 = Random = [0,300)
ignorehitpause = 0

[State -1, 僕儍儞僾戝僷儞僠]
type = ChangeState
value = 625
triggerall = roundstate = 2
triggerall = vel X > 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil((50+(var(3)=1)*15)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil((60+(var(3)=1)*10)*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil((-55-(var(3)=1)*15)*const(size.yscale)),ceil((-45-(var(3)=1)*15)*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [500,800+(enemynear,ctrl=0)*100)
trigger2 = pos Y = [ceil(-55*const(size.yscale)),ceil(-45*const(size.yscale))]
trigger2 = vel Y > 0
trigger2 = numenemy
trigger2 = enemy,stateno = 7200 || enemy,stateno = [5300,5301]
ignorehitpause = 0

[State -1, 僕儍儞僾戝僷儞僠]
type = ChangeState
value = 620
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil(65*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil(-65*const(size.yscale)),ceil(-55*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [0,150)
ignorehitpause = 0

[State -1, 僕儍儞僾戝僉僢僋]
type = ChangeState
value = 650
triggerall = roundstate = 2
triggerall = vel X != 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil((100+(vel X>0)*20)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil((60+(var(3)=1)*10)*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y < ceil(-70*const(size.yscale))
trigger1 = time > 5
trigger1 = Random = [0,200)
trigger2 = pos Y = [ceil((-55-(var(3)=1)*15)*const(size.yscale)),ceil((-45-(var(3)=1)*15)*const(size.yscale))]
trigger2 = vel Y > 0
trigger2 = Random = [500,800+(enemynear,ctrl=0)*100)
ignorehitpause = 0

[State -1, 僕儍儞僾拞僉僢僋]
type = ChangeState
value = 645
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil(-60*const(size.yscale)),ceil(-40*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [400,600)
ignorehitpause = 0

[State -1, 僕儍儞僾戝僉僢僋]
type = ChangeState
value = 655
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-40*const(size.yscale)),ceil(65*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y <= ceil(-60*const(size.yscale))
trigger1 = Random = [0,100)
trigger2 = pos Y = [ceil(-65*const(size.yscale)),ceil(-55*const(size.yscale))]
trigger2 = vel Y > 0
trigger2 = Random = [0,300)
ignorehitpause = 0

[State -1, 僕儍儞僾奐巒]
type = ChangeState
value = 40
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = movetype = I
trigger1 = ctrl||stateno=22||stateno=[120,131]
trigger1 = P2BodyDist X = [ceil(80*const(size.xscale)),ceil(130*const(size.xscale)))
trigger1 = enemy,statetype != A
trigger1 = enemy,statetype != L
trigger1 = Random < 20+(enemy,numproj>0)*100
trigger1 = var(18):= 2
trigger2 = ctrl||stateno=22||stateno=[120,131]
trigger2 = P2BodyDist X = [ceil(150*const(size.xscale)),ceil(200*const(size.xscale)))
trigger2 = enemy,statetype != A
trigger2 = enemy,statetype != L
trigger2 = Random < 10+(enemy,numproj>0)*70
trigger2 = var(18):= 2
trigger3 = ctrl||stateno=22
trigger3 = P2BodyDist X < ceil(80*const(size.xscale))
trigger3 = Random < 2
trigger3 = var(18):= 3
trigger4 = ctrl||stateno=22
trigger4 = P2BodyDist X > ceil(130*const(size.xscale))
trigger4 = Random < 2
trigger4 = var(18):= 3
trigger5 = ctrl||stateno=22||stateno=[120,131]
trigger5 = P2BodyDist X <= 80
trigger5 = Random < 50+(enemynear,hitdefattr=SCA,HT)*250
trigger5 = enemynear,hitdefattr = SCA,NT,ST,HT
trigger5 = var(18):= 1

[State -1, 挧敪]
type = ChangeState
value = 195
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(29) = 1
triggerall = statetype != A
triggerall = enemy, numproj = 0
triggerall = p2movetype != A
trigger1 = ctrl||stateno=22
trigger1 = P2BodyDist X > 240
trigger1 = Random <= 10
trigger2 = ctrl||stateno=22
trigger2 = Random <= 30
trigger2 = P2BodyDist X > 150
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]

[State -1, 嬻拞庴恎]
type = ChangeState
value = 5210
triggerall = stateno = 5050
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(2) != 56
triggerall = vel Y > -1
triggerall = alive
triggerall = canrecover
triggerall = pos Y = [-120,-20)
trigger1 = Random < 30
trigger2 = P2BodyDist X = [-90,90]
trigger2 = var(51) = [30,39]
trigger2 = enemy,hitdefattr = SA, AA, AT, AP

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
triggerall = RoundState = 2
triggerall = Enemynear,movetype != A
triggerall = var(51) = [0,3]
triggerall = var(50) = 1
triggerall = P2bodydist X >= 150
triggerall = statetype != A
triggerall = enemy, numproj = 0
trigger1 = stateno != [100,105]
trigger1 = movetype = I
trigger1 = ctrl||stateno=22
trigger1 = stateno != [120,131]
ignorehitpause = 0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
triggerall = RoundState = 2
triggerall = Enemy,movetype = A
triggerall = var(50) = 1
triggerall = var(51) = [0,5]
triggerall = P2bodydist X = [60,100)
triggerall = BackEdgeBodyDist > 10
triggerall = statetype != A
triggerall = enemy, numproj = 0
trigger1 = stateno != [100,105]
trigger1 = movetype = I
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
triggerall = RoundState = 2
triggerall = Enemynear,statetype = L
triggerall = var(50) = 1
triggerall = var(51) = [30,99]
triggerall = P2bodydist X < 70
triggerall = BackEdgeBodyDist > 20
triggerall = statetype != A
triggerall = enemy, numproj = 0
trigger1 = stateno != [100,105]
trigger1 = movetype = I
trigger1 = ctrl||stateno=22
ignorehitpause = 0

[State -1, 曕偒]
type = ChangeState
value = 22
trigger1 = roundstate = 2
trigger1 = var(50) = 1
trigger1 = p2bodydist x >= 60
trigger1 = ctrl
trigger1 = random < 400
trigger1 = !InGuardDist
trigger1 = statetype = S
trigger1 = stateno != [120,155]
trigger1 = stateno != [20,22]
trigger1 = stateno != [10,12]

