[Statedef -3]


[State -3, Cable Stage]
type = Explod
triggerall = numexplod(29872)=0
triggerall = p2name = "Cable Training"
triggerall = StageVar(info.name) =  "B"
trigger1 = Teamside = 1
anim = F29872
ID =  29872
pos = 50,200;-40,-22
postype = left  ;p1
removetime = -2
scale = 1,1
sprpriority = -10000
ownpal = 1



[State -3, varreset];for airdashes
type = varset
trigger1 = statetype = S
trigger1 = var(29) != 0
v = 29
value = 0

[State -3, varreset];for hailstorm hitsounds
type = varset
trigger1 = statetype = S
trigger1 = var(28) != 0
v = 28
value = 0

[State -3, varreset];for hailstorm hitsounds
type = varset
trigger1 = statetype = S
trigger1 = var(26) != 0
v = 26
value = 0


[State -3, varreset];for hailstorm hitsounds
type = varset
trigger1 = statetype = S
trigger1 = var(27) != 0
v = 27
value = 0

[State -3, varreset];for lightning attack
type = varset
trigger1 = statetype = S
trigger1 = var(10) != 0
v = 10
value = 0

[State -3, varreset];for lightning attack
type = varset
trigger1 = statetype = S
trigger1 = var(8) != 0
v = 8
value = 0

[State -3, varreset];for lightning attack
type = varset
trigger1 = statetype = S
trigger1 = var(9) != 0
v = 9
value = 0

[State -3, display]
type = DisplayToClipboard
trigger1 = 1
text= "Facing %d, NA %d, SA %d, HA %d, OTG %d, Thunder %d"
params = facing, fvar(25), fvar(26), fvar(27), fvar(29), var(40)


[State -3, change super jump var]
type = varset
trigger1 = stateno != 420
trigger1 = stateno != 900
v = 3
value = 0


;Float if player holds up
[State -3]
type = velset
triggerall = vel Y > 0
;trigger1 = stateno = 50
trigger3 = stateno = 600
trigger4 = stateno = 610
trigger5 = stateno = 620
trigger6 = stateno = 630
trigger7 = stateno = 640
trigger8 = stateno = 650
trigger11 = stateno = 611
trigger12 = stateno = 612
triggerall = command = "holdup"
trigger13 = stateno = 50
trigger1 = anim = 44
trigger2 = anim = 51
trigger9 = anim = 45
trigger10 = anim = 46
y = 1.5


        ;hover
[State 0, VelAdd]
type = VelAdd
triggerall = statetype = A
triggerall = vel y > 2
triggerall = movetype != A
triggerall = movetype != H
triggerall = ctrl
trigger1= command = "holdup"
y = -0.55


;Remove Explods if not in that state
[State -3]
type = removeexplod
id = 195
trigger1 = numexplod(195) > 0
trigger1 = stateno != 195

[State -3]
type = removeexplod
id = 2000
trigger1 = numexplod(2000) > 0
trigger1 = stateno != 2000

[State -3]
type = removeexplod
id = 2001
trigger1 = numexplod(2001) > 0
trigger1 = stateno != 2001

[State -3]
type = removeexplod
id = 2002
trigger1 = numexplod(2002) > 0
trigger1 = stateno != 2002

[State -3]
type = removeexplod
id = 2003
trigger1 = numexplod(2003) > 0
trigger1 = stateno != 2003

[State -3]
type = removeexplod
id = 2004
trigger1 = numexplod(2004) > 0
trigger1 = stateno != 2004

[State -3]
type = removeexplod
id = 614
trigger1 = numexplod(614) > 0
trigger1 = stateno != 611

[State -3]
type = removeexplod
id = 615
trigger1 = numexplod(615) > 0
trigger1 = stateno != 612

[State -3]
type = removeexplod
id = 200
trigger1 = numexplod(200) > 0
trigger1 = stateno != 200

[State -3]
type = removeexplod
id = 210
trigger1 = numexplod(210) > 0
trigger1 = stateno != 210

[State -3]
type = removeexplod
id = 220
trigger1 = numexplod(220) > 0
trigger1 = stateno != 220

[State -3]
type = removeexplod
id = 230
trigger1 = numexplod(230) > 0
trigger1 = stateno != 230

[State -3]
type = removeexplod
id = 240
trigger1 = numexplod(240) > 0
trigger1 = stateno != 240

[State -3]
type = removeexplod
id = 250
trigger1 = numexplod(250) > 0
trigger1 = stateno != 250

[State -3]
type = removeexplod
id = 400
trigger1 = numexplod(400) > 0
trigger1 = stateno != 400

[State -3]
type = removeexplod
id = 410
trigger1 = numexplod(410) > 0
trigger1 = stateno != 410

[State -3]
type = removeexplod
id = 420
trigger1 = numexplod(420) > 0
trigger1 = stateno != 420

[State -3]
type = removeexplod
id = 430
trigger1 = numexplod(430) > 0
trigger1 = stateno != 430

[State -3]
type = removeexplod
id = 440
trigger1 = numexplod(440) > 0
trigger1 = stateno != 440

[State -3]
type = removeexplod
id = 450
trigger1 = numexplod(450) > 0
trigger1 = stateno != 450

[State -3]
type = removeexplod
id = 600
trigger1 = numexplod(600) > 0
trigger1 = stateno != 600

[State -3]
type = removeexplod
id = 610
trigger1 = numexplod(610) > 0
trigger1 = stateno != 610

[State -3]
type = removeexplod
id = 620
trigger1 = numexplod(620) > 0
trigger1 = stateno != 620

[State -3]
type = removeexplod
id = 630
trigger1 = numexplod(630) > 0
trigger1 = stateno != 630

[State -3]
type = removeexplod
id = 640
trigger1 = numexplod(640) > 0
trigger1 = stateno != 640

[State -3]
type = removeexplod
id = 650
trigger1 = numexplod(650) > 0
trigger1 = stateno != 650

[State -3]
type = removeexplod
id = 3
trigger1 = numexplod(3) > 0
trigger1 = stateno != 0

[State -3]
type = removeexplod
id = 2
trigger1 = numexplod(2) > 0
trigger1 = stateno != 0

[State -3]
type = removeexplod
id = 101
trigger1 = numexplod(101) > 0
trigger1 = stateno != 100

[State -3]
type = removeexplod
id = 106
trigger1 = numexplod(106) > 0
trigger1 = stateno != 105


[State -3]; Keep Postition after floating for standing state
type = posset
triggerall = prevstateno = 0
triggerall = pos y != 0
trigger1 = stateno != 0
trigger1 = stateno != 3100
persistent = 0
y = 0

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = S0,6




[State -3, Medium Hit]
type = playsnd
triggerall = random < 350
triggerall = time = 1
trigger1 = stateno = 5000; && anim = 5001
trigger2 = stateno = 5000; && anim = 5011
trigger3 = stateno = 5010; && anim = 5021
trigger4 = stateno = 5020; && anim = 5001 
trigger5 = stateno = 5020; && anim = 5011 
value = 500, 0
channel = 1


[State -3, Super Jump Spark 1]
type = Explod
triggerall = Var(12) = 1
triggerall = NumExplod(901) <= 4
trigger1 = (GameTime%10) = 0
trigger1 = GameTime >= 0
ID = 901
anim = 901
postype = P1
pos = 18,30

[State -3, Super Jump Spark 2]
type = Explod
triggerall = Var(12) = 1
triggerall = NumExplod(901) <= 4
trigger1 = (GameTime%10) = 5
ID = 901
anim = 901
postype = P1
pos = -4,30
sprpriority = 2
ownpal = 1
ignorehitpause = 1



; Combo HitCount
[State -3, hitadd]
type = VarAdd
trigger1 = (HitPauseTime = 1) && (P2MoveType = H) && (MoveHit = 1)
trigger2 = ProjHitTime(0) = 1
v = 21
value = 1
ignorehitpause = 1

[State -3, VarReset];resets normal attacks
type = VarSet
trigger1 = P2MoveType != H
v = 21
value = 0




[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

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

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

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

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


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -114
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,82+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -117
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,95+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [230,240]) && movecontact
trigger4 = (stateno = [400,410]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,111+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -135
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,78+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -91
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-2,84+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -128
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,63+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -50
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,95+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 430 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,141+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-55,49]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-121,120]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-25,85+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,65]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,85+4*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-129,128]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,102+6*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 610) && movecontact


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-112,112]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-36,88+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640]) && movecontact
[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = Statetype != A
triggerall = p2Statetype != A || p2Statetype != A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,35+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = StateNo != 100
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl


[State -1]
type = ChangeState
value = 880
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = StateType = A
triggerall = p2StateType = A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2bodydist y = [-102,72]
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31]
triggerall = var(27) < 2
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl



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


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -114
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,82+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -117
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,95+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [230,240]) && movecontact
trigger4 = (stateno = [400,410]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,111+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -135
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,78+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,43+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -91
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [-2,84+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -128
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,63+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,57+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -50
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,95+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 430 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,141+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-55,49]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-121,120]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [-25,85+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,65]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,85+4*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-129,128]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,102+6*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 610) && movecontact


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-112,112]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [-36,88+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640]) && movecontact
[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = Statetype != A
triggerall = p2Statetype != A || p2Statetype != A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,35+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = StateNo != 100
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl


[State -1]
type = ChangeState
value = 880
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = StateType = A
triggerall = p2StateType = A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2bodydist y = [-102,72]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,31]
triggerall = var(27) < 2
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl



;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-114,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,82+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-117,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,95+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [230,240]) && movecontact
trigger4 = (stateno = [400,410]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-66,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,111+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-135,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,78+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,43+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-91,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [-2,84+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-128,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,63+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,57+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-50,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,95+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 430 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,141+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-55,49]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-121,120]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [-25,85+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,65]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,85+4*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-129,128]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,102+6*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 610) && movecontact


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-112,112]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [-36,88+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640]) && movecontact
[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = Statetype != A
triggerall = p2Statetype != A || p2Statetype != A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,35+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = StateNo != 100
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl


[State -1]
type = ChangeState
value = 880
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = StateType = A
triggerall = p2StateType = A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2bodydist y = [-102,72]
triggerall = p2movetype = H && helper(33000),var(17) > 0
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=1)*49)*var(59)
triggerall = p2bodydist x = [0,31]
triggerall = var(27) < 2
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl



;Throw
[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = Statetype != A
triggerall = p2Statetype != A || p2Statetype != A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,35+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = StateNo != 100
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl


[State -1]
type = ChangeState
value = 880
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemynear, name != "Prime Sentinels"
triggerall = StateType = A
triggerall = p2StateType = A
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2bodydist y = [-102,72]
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,31]
triggerall = var(27) < 2
triggerall = enemyNear, StateNo != [120,159]
trigger1 = ctrl



;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 33*var(59)
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -74
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -114
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,82+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -63
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact


[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -117
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,95+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [230,240]) && movecontact
trigger4 = (stateno = [400,410]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact


[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact


[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,111+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact


[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -135
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,78+9*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 38*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,43+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -25
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -91
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [-2,84+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact


[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -128
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,63+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 38*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,57+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact


[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -50
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,95+5*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 430 && movecontact


[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,141+8*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-55,49]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,64+5*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-121,120]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [-25,85+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-39,65]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,85+4*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact


[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-129,128]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [0,102+6*(vel x+enemynear,vel x)]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 610) && movecontact


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-112,112]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [-36,88+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640]) && movecontact
;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
trigger1 = Statetype != A
trigger1 = ctrl


