; キーコンフィグ
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;================================================================================================================================================================================================================================================================
;AI用コマンド
;================================================================================================================================================================================================================================================================
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0


;-| Super Motions |-------------------------------------------

[Command]
name = "Ryuken"
command = ~D, F, D, F, b
time = 25

[Command]
name = "dragonrush"
command = ~D, B, F, b
time = 30

[Command]
name = "Kamehameha"
command = ~D, F, D, F, y
time = 25


;-| Special Motions |-----------------------------------------

[Command]
name = "shoryuken"
command = ~F, D, DF, x
time = 15

[Command]
name = "shoryuken2"
command = ~F, D, DF, y
time = 15

[Command]
name = "hadouken"
command = ~D, DF, F, x
time = 20

[Command]
name = "hadouken2"
command = ~D, DF, F, y
time = 20

[Command]
name = "tatsumaki"
command = ~D, B, a
time = 12

[Command]
name = "tatsumaki2"
command = ~D, B, b
time = 12

[Command]
name = "slash"
command = ~D, F, a
time = 12

[Command]
name = "slash2"
command = ~D, F, b
time = 12

[Command]
name = "Kaiohken"
command = ~D, B, F, x
time = 15

[Command]
name = "Kaiohken2"
command = ~D, B, F, y
time = 15

[Command]
name = "Meteor"
command = ~D, B, x
time = 15

[Command]
name = "Meteor2"
command = ~D, B, y
time = 15

[Command]
name = "dash_x"
command = ~F, F, x

[Command]
name = "dash_y"
command = ~F, F, y

[Command]
name = "dash_a"
command = ~F, F, a

[Command]
name = "dash_b"
command = ~F, F, b

;-| Double Tap |----------------------------------------------

[Command]
name = "FF"
command = F, F
time = 10

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

;-| 2/3 Button Combination |----------------------------------

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

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

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

;-| Dir + Button |--------------------------------------------

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |-------------------------------------------
[command]
name="fwd"
command=F
time=1

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

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

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

[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 = "hold_a"
command = /$a
time = 1

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

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

[Command]
name = "hold_x"
command = /$x
time = 1

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

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

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

;-| Hold Dir |------------------------------------------------

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

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

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

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

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

[Command]
name = "longjump"
command = ~D, $U
time = 11


;-------------------------------------------------------------
[Statedef -1]
;-------------------------------------------------------------

;=====================================================================================================================================================================================================================================================================
;AI
;=====================================================================================================================================================================================================================================================================


[State -3, AI起動用ヘルパー]
type=helper
Trigger1=!NumHelper(96700)
Trigger1=alive
Trigger1=var(59)<=0
helpertype=normal
name="AI"
stateno=96700
ID=96700
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0


[State -3, ↑が余計なことしないように]
type=changestate
Trigger1= ishelper
trigger1= ishelper(96700)
Trigger1= stateno!=96700
value=96700


[State -3, AI判定]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll= RoundState<2 || (RoundState=2&&ctrl)
Trigger1 = Command = "AI0"
Trigger2 = Command = "AI1"
Trigger3 = Command = "AI2"
Trigger4 = Command = "AI3"
Trigger5 = Command = "AI4"
Trigger6 = Command = "AI5"
Trigger7 = Command = "AI6"
Trigger8 = Command = "AI7"
Trigger9 = Command = "AI8"
Trigger10 = Command = "AI9"
Trigger11 = Command = "AI10"
Trigger12 = Command = "AI11"
Trigger13 = Command = "AI12"
Trigger14 = Command = "AI13"
Trigger15 = Command = "AI14"
Trigger16 = Command = "AI15"
Trigger17 = Command = "AI16"
Trigger18 = Command = "AI17"
Trigger19 = Command = "AI18"
Trigger20 = Command = "AI19"
Trigger21 = Command = "AI20"
Trigger22 = Command = "AI21"
Trigger23 = Command = "AI22"
Trigger24 = Command = "AI23"
Trigger25 = Command = "AI24"
Trigger26 = Command = "AI25"
Trigger27 = Command = "AI26"
Trigger28 = Command = "AI27"
Trigger29 = Command = "AI28"
Trigger30 = Command = "AI29"
Trigger31 = Command = "AI30"
Trigger32 = Command = "AI31"
Trigger33 = Command = "AI32"
Trigger34 = Command = "AI33"
Trigger35 = Command = "AI34"
Trigger36 = Command = "AI35"
Trigger37 = Command = "AI36"
Trigger38 = Command = "AI37"
Trigger39 = Command = "AI38"
Trigger40 = Command = "AI39"
Trigger41 = Command = "AI40"
Trigger42 = Command = "AI41"
Trigger43 = Command = "AI42"
Trigger44 = Command = "AI43"
Trigger45 = Command = "AI44"
Trigger46 = Command = "AI45"
Trigger47 = Command = "AI46"
Trigger48 = Command = "AI47"
Trigger49 = Command = "AI48"
Trigger50 = Command = "AI49"
Trigger51 = Command = "AI50"
Trigger52 = var(59)=0
Trigger52 = numhelper(96700)
Trigger52 = helper(96700),var(59)>0
var(59) = 3
ignorehitpause = 1

;　　　　 var(59) = 3←の数字を1〜11までの数字に変える事でAIのレベル調整ができます
;　　　　 1〜10までは技の頻度やガードの硬さなど、11レベルは超反応の切り替えしをしてきます


;カウンター用反応速度設定
[State -3,]
type = VarRandom
triggerall = var(59) > 0
trigger1 = GameTime %60= 1
trigger1 = 1
v = 55
range = 5,60
IgnoreHitPause = 1


;=====================================================================================================================================================================================================================================================================
;重力加速度計算
;=====================================================================================================================================================================================================================================================================
[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(36))),const(movement.yaccel)
trigger1 = EnemyNear(floor(fvar(36))),stateno != [5000,5210]
trigger1 = EnemyNear(floor(fvar(36))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(36))),const(movement.yaccel)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(36))),GetHitVar(yaccel)
trigger1 = EnemyNear(floor(fvar(36))),stateno = [5000,5210]
;trigger1 = EnemyNear(floor(fvar(36))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(36))),GetHitVar(yaccel);(打撃当てた時のyaccel値)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != 0
trigger1 = EnemyNear(floor(fvar(31))),Vel Y = 0
FV = 30
value = 0
ignorehitpause = 1


;================================================================================================================================================================================================================================================================
;相手生存確認
;================================================================================================================================================================================================================================================================
[State -3]
Type = varset
Trigger1 = numenemy=1
fvar(36) = 0
[State -3]
Type = varset
Trigger1 = numenemy=2
fvar(36) = ifelse(EnemyNear(0),alive,0,1)


;================================================================================================================================================================================================================================================================
;コンボ確認
;================================================================================================================================================================================================================================================================
[State -3]
Type = varset
Trigger1 = Stateno = 1400 && Movehit
Trigger2 = Stateno = 1500 && Movehit
Trigger3 = Stateno = 1600 && Movehit
Trigger4 = Stateno = 1650 && Movehit
fvar(25) = 1

[State -3]
Type = varset
Triggerall = fvar(30) 
Trigger1 = P2Movetype != H
Trigger2 = Stateno = 2102
Trigger3 = Stateno = 1200
fvar(25) = 0


;================================================================================================================================================================================================================================================================
;反撃
;================================================================================================================================================================================================================================================================
; フィニッシュバスター
[State -3,fb]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
triggerall = power >= 3000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-35+floor(7*(EnemyNear(floor(fvar(36))),vel X)),35+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-331-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -7
TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[130,159]) || prevstateno = 361 || prevstateno = 360
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*5
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; シャイニングソードアタック
[State -3,sa]
type = ChangeState
value = 2100
TriggerAll = Var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-1+floor(5*(EnemyNear(floor(fvar(36))),vel X)),10+floor(5*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-30-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[130,159]) || prevstateno = 361 || prevstateno = 360
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -5
trigger1 = Var(59) = [3,5]
Trigger1 = Random<= var(59)*5
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,8]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger3 = Var(59) = [9,10]
Trigger3 = Random<= var(59)*20
Trigger3 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger4 = var(59) >= 11


; 弱パンチ (近距離)
[State -3,]
type = ChangeState
value = 210
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -4
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
TriggerAll = (PrevStateNo=[5000,5029]) || (PrevStateNo=[130,159]) || prevstateno = 361 || prevstateno = 360
triggerall = p2bodydist x < 10
TriggerAll = P2BodyDist X = [-5,9]
TriggerAll = P2bodydist y = [-65,0]
triggerall = !Enemy,Numproj
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*5
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; 弱パンチ
[State -3,]
type = ChangeState
value = 200
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -7
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
TriggerAll = (PrevStateNo=[5000,5029]) || (PrevStateNo=[130,159]) || prevstateno = 361 || prevstateno = 360
triggerall = p2bodydist x > 9
TriggerAll = P2BodyDist X = [10,28]
TriggerAll = P2bodydist y = [-56,0]
triggerall = !Enemy,Numproj
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*5
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; 強パンチ
[State -3,]
type = ChangeState
value = 220
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -6
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) 
TriggerAll = (PrevStateNo=[5000,5029]) || (PrevStateNo=[130,159]) || prevstateno = 361 || prevstateno = 360
TriggerAll = P2BodyDist X = [-5,87]
TriggerAll = P2bodydist y = [-75,0]
triggerall = !Enemy,Numproj
trigger1 = Var(59) = [3,5]
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,8]
Trigger2 = Random<= var(59)*22
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger3 = Var(59) = [9,10]
Trigger3 = Random<= var(59)*37
Trigger3 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger4 = var(59) >= 11


; 投げ
[State -3,]
type = ChangeState
value = 800
triggerall = var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-7,7] 
TriggerAll = P2BodyDist Y >= 0 
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21
TriggerAll = stateno != 100
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -1 
TriggerAll = (PrevStateNo=[5000,5029]) || (PrevStateNo=[130,159]) || prevstateno = 361 || prevstateno = 360
TriggerAll = EnemyNear(floor(fvar(36))),ctrl = 0
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*30
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; ジャンプ強パンチ
[State -3,]
type = ChangeState
value = 620
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
triggerall = ctrl
triggerall = (PrevStateNo = [130,155]) || (Prevstateno = [5000,5210]) 
TriggerAll = P2BodyDist X = [-25+floor(11*(EnemyNear(floor(fvar(36))),vel X)),75+floor(11*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = P2BodyDist Y = [-70-floor(11*(EnemyNear(floor(fvar(36))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.58),48-floor(11*(EnemyNear(floor(fvar(36))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.58)]
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -11
triggerall = !Enemy,Numproj
trigger1 = Var(59) = [3,5]
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,8]
Trigger2 = Random<= var(59)*22
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger3 = Var(59) = [9,10]
Trigger3 = Random<= var(59)*37
Trigger3 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger4 = var(59) >= 11


; ジャンプ強キック
[State -3]
type = ChangeState
value = 650
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
triggerall = ctrl
triggerall = (PrevStateNo = [130,155]) || (Prevstateno = [5000,5210]) 
triggerall = vel x != 0
TriggerAll = P2BodyDist X = [-25+floor(9*(EnemyNear(floor(fvar(36))),vel X)),17+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = P2BodyDist Y = [-10-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58),88-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58)]
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -9
triggerall = !Enemy,Numproj
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*30
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; ジャンプ強キック (垂直)
[State -3]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
triggerall = ctrl
triggerall = (PrevStateNo = [130,155]) || (Prevstateno = [5000,5210]) 
triggerall = vel x = 0
TriggerAll = P2BodyDist X = [-15+floor(9*(EnemyNear(floor(fvar(36))),vel X)),36+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = P2BodyDist Y = [-51-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58),30-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58)]
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -9
triggerall = !Enemy,Numproj
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*30
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


;================================================================================================================================================================================================================================================================
;切り替えし
;================================================================================================================================================================================================================================================================
; フィニッシュバスター
[State -3,fb]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
triggerall = power >= 3000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-35+floor(7*(EnemyNear(floor(fvar(36))),vel X)),35+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-331-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
TriggerAll = P2Movetype = A
TriggerAll = InGuardDist
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -7
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*5
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; フィニッシュバスター
[State -3,fb]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
triggerall = power >= 3000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-35+floor(7*(EnemyNear(floor(fvar(36))),vel X)),35+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-331-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
TriggerAll = P2Movetype = A
TriggerAll = InGuardDist
TriggerAll = Movecontact && (Stateno = [200,260]) || Movecontact && (Stateno = [400,550])
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -7
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger2 = var(59) >= 11


; シャイニングソードアタック
[State -3,sa]
type = ChangeState
value = 2100
TriggerAll = Var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-1+floor(5*(EnemyNear(floor(fvar(36))),vel X)),10+floor(5*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-30-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2Movetype = A
TriggerAll = InGuardDist
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -5
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = Var(59) = [3,5]
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,8]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger3 = Var(59) = [9,10]
Trigger3 = Random<= var(59)*25
Trigger3 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger4 = var(59) >= 11


; シャイニングソードアタック
[State -3,sa]
type = ChangeState
value = 2100
TriggerAll = Var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-1+floor(5*(EnemyNear(floor(fvar(36))),vel X)),10+floor(5*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-30-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30))]
TriggerAll = Movecontact && (Stateno = [200,260]) || Movecontact && (Stateno = [400,550])
TriggerAll = P2Movetype = A
TriggerAll = InGuardDist
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -5
triggerall = ((var(59) = [3,5])&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger2 = var(59) >= 11


; バーニングアタック
[State -3,]
type = ChangeState
value = 2000
TriggerAll = Var(59) > 0
triggerall = power >= 1000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [160+floor(14*(EnemyNear(floor(fvar(36))),vel X)),360+floor(14*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-69-floor(14*(EnemyNear(floor(fvar(36))),vel Y)+(14*(14+1)/2)*fvar(30)),0-floor(14*(EnemyNear(floor(fvar(36))),vel Y)+(14*(14+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2Movetype = A
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -14
triggerall = ((var(59) <=5)&& random <= var(59)*10) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger2 = var(59) >= 11


; 投げ
[State -3,]
type = ChangeState
value = 800
triggerall = var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerAll = p2bodydist X = [-7,7]
TriggerAll = P2bodydist y >= 0
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21
triggerall = stateno != 100
TriggerAll = P2MoveType = A
TriggerAll = InGuardDist
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -1
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*5
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*15
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


; 高速移動 (前方)
[State -3]
type = ChangeState
value = 361
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| stateno = 100|| stateno = 101|| stateno = 102
TriggerAll = P2BodyDist X = [-30+floor(30*(EnemyNear(floor(fvar(36))),vel X)),140+floor(30*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = inguarddist
triggerall = P2StateType != L
triggerall = P2MoveType != H
TriggerAll = P2MoveType = A
TriggerAll = !(EnemyNear(floor(fvar(36))),HitDefAttr = ,AT)
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -30
trigger1 = Var(59) <= 5
Trigger1 = Random<= var(59)*10
Trigger1 = EnemyNear(floor(fvar(36))),Time >= var(55)
trigger2 = Var(59) = [6,10]
Trigger2 = Random<= var(59)*18
Trigger2 = EnemyNear(floor(fvar(36))),Time >= var(55)
Trigger3 = var(59) >= 11


;================================================================================================================================================================================================================================================================
;ガード
;================================================================================================================================================================================================================================================================
[State -3,空ガ];			空中時
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
TriggerAll = ((var(59) =[1,3])&& random <= var(59)*10) || ((var(59) = [4,5]) && random <= var(59)*20) || ((var(59) = [6,7]) && random <= var(59)*25) || ((var(59) = [8,9]) && random <= var(59)*30) ||var(59) >= 10 
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(36))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 
Trigger2 = Enemy,NumProj > 0 
Trigger3 = EnemyNear(floor(fvar(36))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(36))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(36))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(36))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(36))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = Enemy,NumHelper
Trigger5 = InGuardDist


[State -3,地上ガ];			地上時
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52 && Time >= 3)
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
TriggerAll = ((var(59) =[1,3])&& random <= var(59)*10) || ((var(59) = [4,5]) && random <= var(59)*15) || ((var(59) = [6,7]) && random <= var(59)*18) || ((var(59) = [8,9]) && random <= var(59)*23) ||var(59) >= 10 
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(36))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(36))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(36))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(36))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(36))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(36))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = Enemy,NumHelper
Trigger5 = InGuardDist


[State -3] ;空中受身
type = ChangeState
value = 5210
TriggerAll = RoundState = 2
TriggerAll = Var(59) > 0
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = Vel Y > -1
TriggerAll = stateno = 5050
Trigger1 = var(59) = [2,4]
Trigger1 = Random<=var(59)*10
Trigger2 = var(59) = [5,7]
Trigger2 = Random<=var(59)*20
Trigger3 = var(59) = [8,9]
Trigger3 = Random<=var(59)*30
trigger4 = var(59) >= 10


;================================================================================================================================================================================================================================================================
;ガードキャンセル
;================================================================================================================================================================================================================================================================
; 残像拳
[State -3]
type = ChangeState
value = 305
triggerall = var(59) > 0
triggerall = roundstate = 2
Triggerall = StateType != A
Triggerall = power >= 1000
triggerall = P2MoveType != H
triggerall = P2StateType != L
triggerall = P2StateType != A
TriggerAll = !EnemyNear(floor(fvar(36))),ctrl
triggerall = stateno = [150,153]
trigger1 = Var(59) >= 4
trigger1 = BackEdgeBodyDist <= 40
trigger1 = p2bodydist x = [-5,120]
Trigger1 = Random<= var(59)*18
trigger2 = Var(59) >= 4
trigger2 = Life <= 700
Trigger2 = Random<= var(59)*18
Trigger3 = var(59) >= 10


;================================================================================================================================================================================================================================================================
;起き攻め
;================================================================================================================================================================================================================================================================
; ライトニングスマッシュ(強)
[State -3,]
type = ChangeState
value = 1650
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype = A
TriggerAll = Ctrl 
TriggerAll = P2statetype = L
TriggerAll = P2stateno = 5120 && EnemyNear(floor(fvar(36))),AnimTime >= -10
Triggerall = P2BodyDist X = [0,60]
TriggerAll = !InGuardDist
Trigger1 = var(59) >= 4


;垂直ジャンプ
[State -3,]
type = ChangeState
value = 42
triggerall = var(59) > 0
triggerall = !fvar(25) 
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = Ctrl  || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 101 
TriggerAll = P2statetype = L
TriggerAll = P2stateno = [5110,5120]
Triggerall = P2BodyDist X = [31,60]
TriggerAll = !InGuardDist
Trigger1 = var(59) = [4,8]
Trigger1 = Random<=var(59)*25
Trigger2 = var(59) = [6,9]
Trigger2 = Random<=var(59)*60
trigger3 = var(59) >= 10


; ブレイブソード(強)
[State -3,]
type = ChangeState
value = 1550
triggerall = var(59) > 0
triggerall = !fvar(25) 
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21
TriggerAll = P2statetype = L
TriggerAll = P2stateno = 5110
Triggerall = P2BodyDist X = [61,150]
TriggerAll = !InGuardDist
Trigger1 = var(59) = [4,5]
Trigger1 = Random<=var(59)*25
Trigger2 = var(59) = [6,10]
Trigger2 = Random<=var(59)*60
trigger3 = var(59) >= 10


; オーラブレード（弱）
[State -3]
type = ChangeState
value = 1000
triggerall = var(59) > 0
triggerall = !fvar(25) 
TriggerAll = RoundState = 2
triggerall = power >= 100
triggerall = numproj = 0
triggerall = statetype != A
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2statetype = L
TriggerAll = P2stateno = 5120 && EnemyNear(floor(fvar(36))),AnimTime = -16
Triggerall = P2BodyDist X = [151,180]
TriggerAll = !InGuardDist
Trigger1 = var(59) = [1,5]
Trigger1 = Random<=var(59)*25
Trigger2 = var(59) = [6,10]
Trigger2 = Random<=var(59)*60
trigger3 = var(59) >= 10


;停止
[State -3,]
type = ChangeState
value = 0
ctrl = 1
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = Stateno = 19 || stateno = 20 || stateno = 21 
TriggerAll = P2statetype = L
Triggerall = P2BodyDist X = [31,120]
TriggerAll = !InGuardDist
Trigger1 = var(59) = [1,6]
Trigger1 = Random<=var(59)*35
Trigger2 = var(59) = [7,10]
Trigger2 = Random<=var(59)*60
trigger3 = var(59) >= 10


;後退
[State -3,]
type = ChangeState
value = 19
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = Ctrl || stateno = 20 || stateno = 21
TriggerAll = P2statetype = L
Triggerall = P2BodyDist X <= 30
TriggerAll = !InGuardDist
Trigger1 = var(59) = [4,6]
Trigger1 = Random<=var(59)*35
Trigger2 = var(59) = [7,10]
Trigger2 = Random<=var(59)*60
trigger3 = var(59) >= 10


;前進
[State -3,]
type = ChangeState
value = 21
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = Ctrl  || stateno = 19 || stateno = 20 
TriggerAll = P2statetype = L
Triggerall = P2BodyDist X >= 121
TriggerAll = !InGuardDist
Trigger1 = var(59) = [1,5]
Trigger1 = Random<=var(59)*25
Trigger2 = var(59) = [6,10]
Trigger2 = Random<=var(59)*60
trigger3 = var(59) >= 10


; 気力溜め
[State -3]
type = ChangeState
value = 1900
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = Power < 3000
TriggerAll = Ctrl  || stateno = 19 || stateno = 20 || stateno = 21 
TriggerAll = P2statetype = L
TriggerAll = P2stateno != 5120 
Triggerall = P2BodyDist X >= 60
TriggerAll = !InGuardDist
Trigger1 = var(59) = [1,5]
Trigger1 = Random<=var(59)*5
Trigger2 = var(59) = [6,10]
Trigger2 = Random<=var(59)*10
trigger3 = var(59) >= 10
Trigger3 = Random<=var(59)*15


;================================================================================================================================================================================================================================================================
;強ブレイブソードから追撃
;================================================================================================================================================================================================================================================================
; フィニッシュバスター
[State -3,fb]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
triggerall = power >= 3000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2stateno = [1530,1533]
TriggerAll = P2BodyDist X = [-35+floor(7*(EnemyNear(floor(fvar(36))),vel X)),35+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-331-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; シャイニングソードアタック
[State -3,sa]
type = ChangeState
value = 2100
TriggerAll = Var(59) > 0
triggerall = power < 3000
triggerall = power >= 2000
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2stateno = [1530,1533]
TriggerAll = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(36))),vel X)),120+floor(5*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-30-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(36))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*25
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) >= 10


; バーニングアタック
[State -3,]
type = ChangeState
value = 2000
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power < 2000
triggerall = power >= 1000
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [1530,1533]
TriggerAll = P2BodyDist X = [-5+floor(9*(EnemyNear(floor(fvar(36))),vel X)),360+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-69-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30))]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ブレイブソード(弱)
[State -3,]
type = ChangeState
value = 1500
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
TriggerAll = EnemyNear(floor(fvar(36))),vel Y >= 0
triggerall = P2stateno = 1533
TriggerAll = P2BodyDist X = [-5+floor(12*(EnemyNear(floor(fvar(36))),vel X)),130+floor(12*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-56-floor(12*(EnemyNear(floor(fvar(36))),vel Y)+(12*(12+1)/2)*fvar(30)),0-floor(12*(EnemyNear(floor(fvar(36))),vel Y)+(12*(12+1)/2)*fvar(30))]
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*25
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) >= 10


; ダッシュ
[State -3,]
type = ChangeState
value = 100
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [1530,1533]
TriggerAll = P2BodyDist X >= 130
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


;================================================================================================================================================================================================================================================================
;目押し
;================================================================================================================================================================================================================================================================
; バーニングアタック
[State -3,]
type = ChangeState
value = 2000
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 1000
TriggerAll = !fvar(25)
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [5000,5120]
triggerall = EnemyNear(floor(fvar(36))),Gethitvar(hittime) > 14
TriggerAll = P2BodyDist X = [120+floor(14*(EnemyNear(floor(fvar(36))),vel X)),360+floor(14*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-69-floor(14*(EnemyNear(floor(fvar(36))),vel Y)+(14*(14+1)/2)*fvar(30)),0-floor(14*(EnemyNear(floor(fvar(36))),vel Y)+(14*(14+1)/2)*fvar(30))]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10

; トルネードブレイカー(強)
[State -3,]
type = ChangeState
value = 1350
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| stateno = 101
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
TriggerAll = P2statetype != A
triggerall = P2stateno = [120,155]
TriggerAll = P2BodyDist X = [0,102]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*6
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*9
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*12
Trigger4 = Var(59) >= 10
Trigger4 = Random <= var(59)*16

; ダッシュ弱キック (スライディングキック)
[State -3,]
type = ChangeState
value = 550
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = !InGuardDist
TriggerAll = stateno = 101 
triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10
TriggerAll = P2movetype = H
TriggerAll = P2BodyDist X = [-5,120]
Trigger1 = (P2Stateno = 1525 || P2Stateno = 5110)
Trigger1 = fvar(25) = 1


; しゃがみ弱キック
[State -3]
type = ChangeState
value = 420
triggerall = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = !fvar(25)
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| stateno = 101
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
TriggerAll = P2statetype != A
triggerall = P2stateno = [120,155]
triggerall = EnemyNear(floor(fvar(36))),Gethitvar(hittime) >= 6
TriggerAll = P2BodyDist X = [-5,28]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; 弱パンチ (近距離)
[State -3,]
type = ChangeState
value = 210
triggerall = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = !fvar(25)
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [5000,5120]
triggerall = p2bodydist x < 10
triggerall = EnemyNear(floor(fvar(36))),Gethitvar(hittime) >= 4
TriggerAll = P2BodyDist X = [-5,9]
TriggerAll = P2bodydist y = [-65-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(4*(4+1)/2)*fvar(30)),0-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(4*(4+1)/2)*fvar(30))]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; 強パンチ
[State -3,]
type = ChangeState
value = 220
triggerall = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = !fvar(25)
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [5000,5120]
triggerall = EnemyNear(floor(fvar(36))),Gethitvar(hittime) >= 6
TriggerAll = P2BodyDist X = [0,87]
TriggerAll = P2bodydist y = [-75-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30))]
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*25
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) >= 10


; ダッシュ弱パンチ (ダッシュ中)
[State -3,]
type = ChangeState
value = 500
triggerall = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = !fvar(25)
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = stateno = 101
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [120,155]
triggerall = EnemyNear(floor(fvar(36))),Gethitvar(hittime) >= 8
TriggerAll = P2BodyDist X = [10,70]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ダッシュ強パンチ (ダッシュ中)
[State -3,]
type = ChangeState
value = 520
triggerall = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = !fvar(25)
triggerall = statetype != A
TriggerAll = !InGuardDist
triggerall = stateno = 101
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
triggerall = P2stateno = [5000,5120]
TriggerAll = P2statetype != A
triggerall = EnemyNear(floor(fvar(36))),Gethitvar(hittime) >= 8
TriggerAll = P2BodyDist X = [0,125]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


;ダッシュ
[State -3,]
type = ChangeState
value = 100
triggerall = var(59) > 0
TriggerAll = RoundState = 2
triggerall = statetype != A
TriggerAll = !InGuardDist
TriggerAll = Ctrl || stateno = 19 || stateno = 20  || stateno = 21 
triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10
TriggerAll = P2movetype = H
TriggerAll = P2statetype != L
Trigger1 = P2bodydist X = [-5,160]
Trigger1 = (P2Stateno = 1525 || P2Stateno = 5110)
Trigger1 = fvar(25) = 1
Trigger2 = P2statetype != A
Trigger2 = P2bodydist X = [0,160]
trigger2 = (P2stateno = [5000,5120]) || (P2stateno = [120,155])
trigger2 = EnemyNear(floor(fvar(36))),Gethitvar(hittime) >= 15


;================================================================================================================================================================================================================================================================
;地上コンボ
;================================================================================================================================================================================================================================================================
; 強パンチ (近距離)
[State -3,]
type = ChangeState
value = 230
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
triggerall = p2bodydist x < 15
triggerall = p2bodydist x = [-5,14]
triggerall = p2bodydist Y = [-90,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 210
trigger2 = stateno = 500


; 強パンチ
[State -3,]
type = ChangeState
value = 220
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
triggerall = p2bodydist x > 14
TriggerAll = P2BodyDist X = [-5,87]
TriggerAll = P2bodydist y = [-75,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 200
trigger2 = stateno = 250
trigger3 = stateno = 260
trigger4 = stateno = 500


; しゃがみ強パンチ
[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [-1,60]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 400


; 強キック (近距離)
[State -3,]
type = ChangeState
value = 280
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
triggerall = p2bodydist x < 15
TriggerAll = P2BodyDist X = [-5,14]
TriggerAll = P2bodydist y = [-95,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 230


; 強キック
[State -3]
type = ChangeState
value = 270
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = P2bodydist X = [-5,60]
TriggerAll = P2bodydist y = [-83,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1


; しゃがみ強キック
[State -3]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
triggerall = P2StateType != A
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [-1,65]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) >= 10
trigger1 = stateno = 410
trigger2 = stateno = 420


; バーニングアタック
[State -3,]
type = ChangeState
value = 2000
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power < 2000
triggerall = power >= 1000
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = P2bodydist X = [-5,360]
TriggerAll = P2bodydist y = [-69,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
Trigger1 = P2bodydist X >= 61
trigger2 = stateno = 270


; フィニッシュバスター
[State -3,]
type = ChangeState
value = 2200
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = P2MoveType = H
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [-35,35]
TriggerAll = P2bodydist y >= -331
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = fvar(25) = 1
trigger1 = stateno = 550


; シャイニングソードアタック
[State -3,]
type = ChangeState
value = 2100
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power < 3000
triggerall = power >= 2000
triggerall = P2MoveType = H
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [-5,160]
TriggerAll = P2bodydist y >= -30
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = fvar(25) = 1
trigger1 = stateno = 550


; ブレイブソード(弱)
[State -3,]
type = ChangeState
value = 1500
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = P2bodydist X = [-5,100]
TriggerAll = P2bodydist y = [-56,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
Trigger1 = P2bodydist X >= 61
trigger2 = stateno = 270


; バーニングスラッシュ(弱)
[State -3,]
type = ChangeState
value = 1400
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = P2bodydist X = [0,130]
TriggerAll = P2bodydist y = [-56,0]
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
Trigger1 = P2bodydist X >= 61
trigger2 = stateno = 270


; 爆拳破（弱）
[State -3,]
type = ChangeState
value = 1200
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [-25,74]
TriggerAll = P2bodydist y >= -75
TriggerAll = MoveHit
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 430
trigger2 = stateno = 550


;================================================================================================================================================================================================================================================================
;ガードされた後の連携
;================================================================================================================================================================================================================================================================
; しゃがみ弱キック
[State -3]
type = ChangeState
value = 420
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [-5,20]
TriggerAll = P2bodydist y >= 0
TriggerAll = MoveGuarded
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 200
trigger2 = stateno = 210
trigger3 = stateno = 420
trigger4 = stateno = 500


; しゃがみ強キック
[State -3]
type = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [21,65]
TriggerAll = P2bodydist y >= 0
TriggerAll = MoveGuarded
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 410
trigger2 = stateno = 420

; トルネードブレイカー(強)
[State -1,]
type = ChangeState
value = 1350
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [0,95]
TriggerAll = P2bodydist y >= 0
TriggerAll = MoveGuarded
triggerall = ((var(59) <=5)&& random <= var(59)*12) || ((var(59) = [6,9]) && random <= var(59)*18) || var(59) = 10 && random <= var(59)*21
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
Trigger1 = P2BodyDist X >= 68
trigger2 = stateno = 270
trigger3 = stateno = 430

; オーラブレード（強）
[State -3]
type = ChangeState
value = 1050
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = power >= 600
triggerall = statetype != A
triggerall = numproj = 0 || Numprojid(1000) = 0 || Numprojid(1050) = 0
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [0,120]
TriggerAll = P2bodydist y >= 0
TriggerAll = MoveGuarded
triggerall = ((var(59) = [4,6]) && random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*45) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
Trigger1 = P2BodyDist X >= 68
trigger2 = stateno = 270
trigger3 = stateno = 430


; 爆拳破（弱）
[State -3,]
type = ChangeState
value = 1200
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType = A
triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [0,74]
TriggerAll = P2bodydist y = [-75,0]
TriggerAll = MoveGuarded
triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*25) || var(59) = 10 && random <= var(59)*35 || var(59) >= 11
trigger1 = stateno = 220
trigger1 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
Trigger1 = P2BodyDist X >= 68
trigger2 = stateno = 270
trigger3 = stateno = 430
trigger4 = stateno = 550


;================================================================================================================================================================================================================================================================
;空中コンボ
;================================================================================================================================================================================================================================================================
; ジャンプ弱パンチ
[State -3]
type = ChangeState
value = 610
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = Ctrl
triggerall = vel x != 0 
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
triggerall = Pos Y <= -45 
triggerall = (P2StateNo = [130,155]) || (P2stateno = [5000,5210]) 
TriggerAll = P2BodyDist X = [-15,22]
triggerall = P2BodyDist Y = [-48-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.58),71-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.58)]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ジャンプ弱パンチ (垂直)
[State -3]
type = ChangeState
value = 600
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = Ctrl
triggerall = vel x = 0 
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
triggerall = Pos Y <= -45 
triggerall = (P2StateNo = [130,155]) || (P2stateno = [5000,5210]) 
TriggerAll = P2BodyDist X = [-15,22]
triggerall = P2BodyDist Y = [-48-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.58),71-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.58)]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ジャンプ弱キック
[State -3]
type = ChangeState
value = 630
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = vel x != 0 
triggerall = Stateno = 600 || Stateno = 610
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = MoveContAct
TriggerAll = P2BodyDist X = [-15,25]
triggerall = P2BodyDist Y = [-41,77]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ジャンプ弱キック (垂直)
[State -3]
type = ChangeState
value = 635
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = vel x = 0 
triggerall = Stateno = 600 || Stateno = 610
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = MoveContAct
TriggerAll = P2BodyDist X = [-15,37]
triggerall = P2BodyDist Y = [-37,64]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ジャンプ強パンチ
[State -3]
type = ChangeState
value = 620
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = Stateno = 630 || Stateno = 635
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = MoveContAct
TriggerAll = P2BodyDist X = [-25,75]
triggerall = P2BodyDist Y = [-70,48]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ジャンプ強キック
[State -3]
type = ChangeState
value = 650
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = vel x != 0 
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = MoveContAct
Triggerall = Stateno = 620
TriggerAll = P2BodyDist X = [-25,17]
triggerall = P2BodyDist Y = [-10,88]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ジャンプ強キック (垂直)
[State -3]
type = ChangeState
value = 640
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = vel x = 0 
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = MoveContAct
Triggerall = Stateno = 620
TriggerAll = P2BodyDist X = [-15,36]
triggerall = P2BodyDist Y = [-51,30]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


; ライトニングスマッシュ(強)
[State -3,]
type = ChangeState
value = 1650
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = Stateno = 640 || Stateno = 650
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = !InGuardDist
TriggerAll = MoveContAct
TriggerAll = P2BodyDist X = [-25,65]
triggerall = P2BodyDist Y = [-75,65]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*25
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*35
Trigger4 = Var(59) >= 10


;================================================================================================================================================================================================================================================================
;隙突き
;================================================================================================================================================================================================================================================================
; 弱パンチ (近距離)
[State -3,]
type = ChangeState
value = 210
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = !Enemy,Numproj
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -4
TriggerAll = !EnemyNear(floor(fvar(36))),Ctrl
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
triggerall = p2bodydist x < 10
TriggerAll = P2BodyDist X = [-5+floor(4*(EnemyNear(floor(fvar(36))),vel X)),9+floor(4*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-65-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(4*(4+1)/2)*fvar(30)),0-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(4*(4+1)/2)*fvar(30))]
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*18
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*32
Trigger3 = Var(59) >= 10


; 強パンチ
[State -3,]
type = ChangeState
value = 220
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = !Enemy,Numproj
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -6
TriggerAll = !EnemyNear(floor(fvar(36))),Ctrl
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) 
TriggerAll = P2BodyDist X = [0+floor(6*(EnemyNear(floor(fvar(36))),vel X)),87+floor(6*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-75-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30))]
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*20
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) >= 10


; ダッシュ弱パンチ (ダッシュ中)
[State -3,]
type = ChangeState
value = 500
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = !Enemy,Numproj
TriggerAll = P2StateType != A
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -8
TriggerAll = !EnemyNear(floor(fvar(36))),Ctrl
triggerall = Stateno = 101
triggerall = p2bodydist x > 9
TriggerAll = P2BodyDist X = [10+floor(8*(EnemyNear(floor(fvar(36))),vel X)),90+floor(8*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*22
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*37
Trigger3 = Var(59) >= 10


; ダッシュ弱キック (スライディングキック)
[State -1,]
type = ChangeState
value = 550
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = !Enemy,Numproj
TriggerAll = P2StateType != A
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -12
TriggerAll = !EnemyNear(floor(fvar(36))),Ctrl
triggerall = Stateno = 101
triggerall = p2bodydist x > 9
TriggerAll = P2BodyDist X = [10+floor(8*(EnemyNear(floor(fvar(36))),vel X)),140+floor(8*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*19
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*33
Trigger3 = Var(59) >= 10


;ダッシュ
[State -3,]
type = ChangeState
value = 100 
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = P2MoveType != A
TriggerAll = !InGuardDist
triggerall = !Enemy,Numproj
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -20
TriggerAll = !EnemyNear(floor(fvar(36))),Ctrl
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
TriggerAll = P2BodyDist X >= 60
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*15
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*28
Trigger3 = Var(59) >= 10


;================================================================================================================================================================================================================================================================
;ぶっ放し
;================================================================================================================================================================================================================================================================
; フィニッシュバスター
[State -3,fb]
type = ChangeState
value = 2200
TriggerAll = Var(59) > 0
triggerall = power >= 3000
TriggerAll = RoundState = 2
triggerall = statetype != A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
TriggerAll = P2BodyDist X = [-35+floor(7*(EnemyNear(floor(fvar(36))),vel X)),35+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-331-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2MoveType=A || EnemyNear(floor(fvar(36))),Ctrl
Trigger1 = Var(59) <= 5
Trigger1 = Random <= Var(59)*25
Trigger2 = Var(59) = [6,9]
Trigger2 = Random <= (10-Var(59))*35


; バーニングアタック
[State -3,]
type = ChangeState
value = 2000
triggerall = var(59) > 0
triggerall = power >= 1000
TriggerAll = RoundState = 2
triggerall = statetype != A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
TriggerAll = P2bodydist X = [61+floor(9*(EnemyNear(floor(fvar(36))),vel X)),360+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-69-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
TriggerAll = P2MoveType=A || EnemyNear(floor(fvar(36))),Ctrl
Trigger1 = Var(59) <= 5
Trigger1 = Random <= Var(59)*25
Trigger2 = Var(59) = [6,9]
Trigger2 = Random <= (10-Var(59))*35


;================================================================================================================================================================================================================================================================
;地上移動
;================================================================================================================================================================================================================================================================
;ダッシュ
[State -3,ダッシュ]
Type = ChangeState
Value = 100
triggerall = var(59) > 0
triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
Triggerall = P2MoveType != A
Triggerall = !inguarddist
Triggerall = StateNo != [100,101]
triggerall = ctrl ||stateno = 19|| stateno = 20|| stateno = 21 
triggerall = Random <= var(59)*12
Trigger1 = P2BodyDist X >= 180

;ロングジャンプ
[State -3,ロングジャンプ]
Type = ChangeState
Value = 43
triggerall = var(59) > 0
triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
Triggerall = P2MoveType != A
Triggerall = !inguarddist
triggerall = ctrl ||stateno = 19|| stateno = 20|| stateno = 21
triggerall = Random <= var(59)*14
Trigger1 = P2BodyDist X >= 160

;前歩き
[State -3,]
Type = ChangeState
Value = 21
triggerall = var(59) > 0
triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
Triggerall = P2MoveType != A
Triggerall = !inguarddist
Triggerall = StateNo != [100,101]
triggerall = ctrl ||stateno = 19|| stateno = 20
triggerall = Random <= var(59)*27
Trigger1 = P2BodyDist X >= 90


;後ろ歩き
[State -3,]
Type = ChangeState
Value = 19
triggerall = var(59) > 0
triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
Triggerall = P2MoveType != A
Triggerall = !inguarddist
Triggerall = StateNo != [100,102]
triggerall = ctrl || stateno = 20|| stateno = 21 
triggerall = Random <= var(59)*25
Trigger1 = P2BodyDist X <= 25


;================================================================================================================================================================================================================================================================
;空中移動
;================================================================================================================================================================================================================================================================
;空中ダッシュ
[State -3, Run Fwd]
type = ChangeState
value = 110
TriggerAll = Var(59) > 0
triggerall = RoundState = 2
Triggerall = StateType = A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
Triggerall = !inguarddist
TriggerAll = Pos Y <= -30
triggerall = ctrl 
Triggerall = P2BodyDist X >= 200
trigger1 = Random <= var(59)*11


; 空中バックダッシュ
[State -1, Run Back]
type = ChangeState
value = 112
TriggerAll = Var(59) > 0
triggerall = vel x <= 0;-1 
triggerall = RoundState = 2
Triggerall = StateType = A
Triggerall = P2StateType != L
Triggerall = P2MoveType != H
Triggerall = !inguarddist
TriggerAll = Pos Y <= -30
triggerall = ctrl 
Triggerall = P2BodyDist X = [50,120]
trigger1 = Random <= var(59)*12


;================================================================================================================================================================================================================================================================
;対空
;================================================================================================================================================================================================================================================================
; 強パンチ (近距離)
[State -3,]
type = ChangeState
value = 230
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = P2StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2StateType = A
triggerall = p2bodydist x < 15
TriggerAll = P2bodydist X = [-5+floor(7*(EnemyNear(floor(fvar(36))),vel X)),14+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-75-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),-1-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || stateno = 101
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*18
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*27
Trigger3 = Var(59) >= 10


; 強キック
[State -3]
type = ChangeState
value = 270
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = P2StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2StateType=A
triggerall = p2bodydist x > 14
TriggerAll = P2bodydist X = [15+floor(10*(EnemyNear(floor(fvar(36))),vel X)),67+floor(10*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-83-floor(10*(EnemyNear(floor(fvar(36))),vel Y)+(10*(10+1)/2)*fvar(30)),-1-floor(10*(EnemyNear(floor(fvar(36))),vel Y)+(10*(10+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*9
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*18
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*27
Trigger4 = Var(59) >= 10


;================================================================================================================================================================================================================================================================
;地上立ち回り
;================================================================================================================================================================================================================================================================
; 投げ
[State -3,]
type = ChangeState
value = 800
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
triggerall = stateno != 100
TriggerAll = P2BodyDist X = [-6,6]
TriggerAll = P2bodydist y >= 0
TriggerAll = P2StateType != A
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*5
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*14
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*27
Trigger4 = Var(59) >= 10

; トルネードブレイカー(強)
[State -1,]
type = ChangeState
value = 1350
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateType != L
Triggerall = !InGuardDist
TriggerAll = P2BodyDist X = [0+floor(13*(EnemyNear(floor(fvar(36))),vel X)),102+floor(13*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 52 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
Trigger1 = Random <= var(59)*12

; オーラブレード（弱）
[State -3,]
type = ChangeState
value = 1000
TriggerAll = Var(59) > 0
triggerall = power >= 100
triggerall = numproj = 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateType != L
Triggerall = !InGuardDist
Triggerall = EnemyNear(floor(fvar(36))),vel Y >= 0
TriggerAll = P2BodyDist X > 159 
TriggerAll = P2BodyDist X = [160+floor(13*(EnemyNear(floor(fvar(36))),vel X)),360+floor(13*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-51-floor(13*(EnemyNear(floor(fvar(36))),vel Y)+(13*(13+1)/2)*fvar(30)),0-floor(13*(EnemyNear(floor(fvar(36))),vel Y)+(13*(13+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
Trigger1 = Random <= var(59)*8


; オーラブレード（強）
[State -3,]
type = ChangeState
value = 1050
TriggerAll = Var(59) > 0
TriggerAll = Var(59) = [4,11]
triggerall = power >= 100
triggerall = numproj = 0 || Numprojid(1000) = 0 || Numprojid(1050) = 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateType != L
Triggerall = !InGuardDist
Triggerall = EnemyNear(floor(fvar(36))),vel Y >= 0
TriggerAll = P2BodyDist X > 119 
TriggerAll = P2BodyDist X = [120+floor(10*(EnemyNear(floor(fvar(36))),vel X)),9+floor(10*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-45-floor(10*(EnemyNear(floor(fvar(36))),vel Y)+(10*(10+1)/2)*fvar(30)),0-floor(10*(EnemyNear(floor(fvar(36))),vel Y)+(10*(10+1)/2)*fvar(30))]
trigger1 = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1)
Trigger1 = Random <= var(59)*8
trigger2 = stateno = 1000 && AnimElem = 5, >= 1 && AnimElem = 6, <= 1
trigger2= Numprojid(1000) = 1
Trigger2 = Random <= var(59)*9


; 気力溜め
[State -3]
type = ChangeState
value = 1900
TriggerAll = Var(59) > 0
triggerall = power < 3000
Triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2MoveType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateType != L
Triggerall = !InGuardDist
Triggerall = !Enemy,NumProj
TriggerAll = P2BodyDist X >= 160
Triggerall = EnemyNear(floor(fvar(36))),Vel X <= 0
triggerall = ctrl ||stateno = 19|| stateno = 20|| stateno = 21 
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*5
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*14
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*27
Trigger4 = Var(59) >= 10

;================================================================================================================================================================================================================================================================
;下段
;================================================================================================================================================================================================================================================================
; しゃがみ弱キック
[State -3]
type = ChangeState
value = 420
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || stateno = 101
TriggerAll = P2BodyDist X = [-5+floor(6*(EnemyNear(floor(fvar(36))),vel X)),28+floor(6*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
TriggerAll = P2StateType = S
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*8
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*16
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*25
Trigger4 = Var(59) >= 10
Trigger4 = Random <= 390


; しゃがみ強パンチ
[State -3]
type = ChangeState
value = 410
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || stateno = 101
TriggerAll = P2BodyDist X = [-1+floor(8*(EnemyNear(floor(fvar(36))),vel X)),60+floor(8*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
TriggerAll = P2StateType = S
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*16
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*22
Trigger3 = Var(59) >= 10
Trigger3 = Random <= 380


; しゃがみ強キック
[State -3]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || stateno = 101
TriggerAll = P2BodyDist X = [-1+floor(9*(EnemyNear(floor(fvar(36))),vel X)),65+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
TriggerAll = P2StateType = S
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*5
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*9
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*15
Trigger4 = Var(59) >= 10
Trigger4 = Random <= 180


;================================================================================================================================================================================================================================================================
;地上牽制
;================================================================================================================================================================================================================================================================
; ダッシュ弱パンチ (ダッシュ中)
[State -3,]
type = ChangeState
value = 500
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = stateno = 101
triggerall = p2bodydist x < 10
TriggerAll = P2BodyDist X = [-5+floor(8*(EnemyNear(floor(fvar(36))),vel X)),80+floor(8*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y >= 0
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*10
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*20
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*30
Trigger4 = Var(59) >= 10
Trigger4 = Random <= 350


; 弱パンチ (近距離)
[State -3,]
type = ChangeState
value = 210
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
triggerall = p2bodydist x < 10
TriggerAll = P2BodyDist X = [-5+floor(4*(EnemyNear(floor(fvar(36))),vel X)),9+floor(4*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-65-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(4*(4+1)/2)*fvar(30)),0-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(4*(4+1)/2)*fvar(30))]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*10
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*20
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*30
Trigger4 = Var(59) >= 10
Trigger4 = Random <= 350


; 弱パンチ
[State -3,]
type = ChangeState
value = 200
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
triggerall = p2bodydist x > 9
TriggerAll = P2BodyDist X = [10+floor(7*(EnemyNear(floor(fvar(36))),vel X)),28+floor(7*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-56-floor(7*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(4*(EnemyNear(floor(fvar(36))),vel Y)+(7*(7+1)/2)*fvar(30))]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*12
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*22
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*32
Trigger4 = Var(59) >= 10
Trigger4 = Random <= 320


; 強キック
[State -3]
type = ChangeState
value = 270
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = P2StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2StateType=A
triggerall = p2bodydist x > 14
TriggerAll = P2bodydist X = [15+floor(10*(EnemyNear(floor(fvar(36))),vel X)),67+floor(10*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-83-floor(10*(EnemyNear(floor(fvar(36))),vel Y)+(10*(10+1)/2)*fvar(30)),-1-floor(10*(EnemyNear(floor(fvar(36))),vel Y)+(10*(10+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1)
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*8
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*16
Trigger3 = Var(59) = [7,8] 
Trigger3 = Random <= var(59)*25
Trigger4 = Var(59) >= 10


; 強パンチ
[State -3,]
type = ChangeState
value = 220
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) 
TriggerAll = P2BodyDist X = [0+floor(6*(EnemyNear(floor(fvar(36))),vel X)),87+floor(6*(EnemyNear(floor(fvar(36))),vel X))]
TriggerAll = P2bodydist y = [-75-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(36))),vel Y)+(6*(6+1)/2)*fvar(30))]
Trigger1 = Var(59) = [4,6] 
Trigger1 = Random <= var(59)*8
Trigger2 = Var(59) = [7,9] 
Trigger2 = Random <= var(59)*14
Trigger3 = Var(59) >= 10
Trigger3 = Random <= 350


;================================================================================================================================================================================================================================================================
;空中牽制
;================================================================================================================================================================================================================================================================
; ジャンプ強パンチ
[State -3,]
type = ChangeState
value = 620
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl
TriggerAll = P2BodyDist X = [-25+floor(11*(EnemyNear(floor(fvar(36))),vel X)),75+floor(11*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = P2BodyDist Y = [-70-floor(11*(EnemyNear(floor(fvar(36))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.58),48-floor(11*(EnemyNear(floor(fvar(36))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.58)]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*20
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*45
Trigger4 = Var(59) >= 10


; ジャンプ強キック
[State -3]
type = ChangeState
value = 650
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl
triggerall = vel x != 0
TriggerAll = P2BodyDist X = [-25+floor(9*(EnemyNear(floor(fvar(36))),vel X)),17+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = P2BodyDist Y = [-10-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58),88-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58)]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*20
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*45
Trigger4 = Var(59) >= 10


; ジャンプ強キック (垂直)
[State -3]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType != H
TriggerAll = !InGuardDist
triggerall = ctrl
triggerall = vel x = 0
TriggerAll = P2BodyDist X = [-15+floor(9*(EnemyNear(floor(fvar(36))),vel X)),36+floor(9*(EnemyNear(floor(fvar(36))),vel X))]
triggerall = P2BodyDist Y = [-51-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58),30-floor(9*(EnemyNear(floor(fvar(36))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58)]
Trigger1 = Var(59) = [1,3]
Trigger1 = Random <= var(59)*20
Trigger2 = Var(59) = [4,6] 
Trigger2 = Random <= var(59)*35
Trigger3 = Var(59) = [7,9] 
Trigger3 = Random <= var(59)*45
Trigger4 = Var(59) >= 10


;================================================================================================================================================================================================================================================================
;以下人操作用
;================================================================================================================================================================================================================================================================
;=============================必殺技=============================================================================================================================================================================================================================
;-------------------------------------------------------------

; フィニッシュバスター
[State -1,]
type = ChangeState
value = 2200
TriggerAll = Var(59) <= 0
triggerall = command = "Ryuken"
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 204 && movecontact
trigger8 = stateno = 250 && movecontact
trigger9 = stateno = 260 && movecontact
trigger10 = stateno = 270 && movecontact
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 430 && movecontact
trigger15 = stateno = 500 && movecontact
trigger16 = stateno = 550 && movecontact

; シャイニングソードアタック
[State -1,]
type = ChangeState
value = 2100
TriggerAll = Var(59) <= 0
triggerall = command = "dragonrush"
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 204 && movecontact
trigger8 = stateno = 250 && movecontact
trigger9 = stateno = 260 && movecontact
trigger10 = stateno = 270 && movecontact
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 430 && movecontact
trigger15 = stateno = 500 && movecontact
trigger16 = stateno = 550 && movecontact

; バーニングアタック
[State -1,]
type = ChangeState
value = 2000
TriggerAll = Var(59) <= 0
triggerall = command = "Kamehameha"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 204 && movecontact
trigger8 = stateno = 250 && movecontact
trigger9 = stateno = 260 && movecontact
trigger10 = stateno = 270 && movecontact
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 430 && movecontact
trigger15 = stateno = 500 && movecontact

; バーニングアタック(空中)
[State -1,]
type = ChangeState
value = 2050
TriggerAll = Var(59) <= 0
triggerall = command = "Kamehameha"
triggerall = power >= 1000
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 635 && movecontact
trigger7 = stateno = 640 && movecontact
trigger8 = stateno = 650 && movecontact

; トルネードブレイカー(弱)
[State -1,]
type = ChangeState
value = 1300
TriggerAll = Var(59) <= 0
triggerall = command = "Kaiohken"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 200 && movecontact = 1
trigger7 = stateno = 204 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 260 && movecontact = 1
trigger10 = stateno = 270 && movecontact = 1
trigger11 = stateno = 400 && movecontact = 1
trigger12 = stateno = 410 && movecontact = 1
trigger13 = stateno = 420 && movecontact = 1
trigger14 = stateno = 430 && movecontact = 1
trigger15 = stateno = 500 && movecontact = 1

; トルネードブレイカー(強)
[State -1,]
type = ChangeState
value = 1350
TriggerAll = Var(59) <= 0
triggerall = command = "Kaiohken2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 200 && movecontact = 1
trigger7 = stateno = 204 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 260 && movecontact = 1
trigger10 = stateno = 270 && movecontact = 1
trigger11 = stateno = 400 && movecontact = 1
trigger12 = stateno = 410 && movecontact = 1
trigger13 = stateno = 420 && movecontact = 1
trigger14 = stateno = 430 && movecontact = 1
trigger15 = stateno = 500 && movecontact = 1

; 爆拳破（弱）
[State -1,]
type = ChangeState
value = 1200
TriggerAll = Var(59) <= 0
triggerall = command = "Meteor"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 100
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 200 && movecontact = 1
trigger7 = stateno = 204 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 260 && movecontact = 1
trigger10 = stateno = 270 && movecontact = 1
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 430 && movecontact
trigger15 = stateno = 500 && movecontact
trigger16 = stateno = 550 && movecontact
trigger17 = stateno = 5120

; 爆拳破（強）
[State -1,]
type = ChangeState
value = 1250
TriggerAll = Var(59) <= 0
triggerall = command = "Meteor2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 100
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 200 && movecontact = 1
trigger7 = stateno = 204 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 260 && movecontact = 1
trigger10 = stateno = 270 && movecontact = 1
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 430 && movecontact
trigger15 = stateno = 500 && movecontact
trigger16 = stateno = 550 && movecontact
trigger17 = stateno = 5120

; オーラブレード（弱）
[State -1]
type = ChangeState
value = 1000
TriggerAll = Var(59) <= 0
triggerall = command = "hadouken"
triggerall = power >= 100
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 100
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 200 && movecontact = 1
trigger7 = stateno = 204 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 260 && movecontact = 1
trigger10 = stateno = 270 && movecontact = 1
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 430 && movecontact
trigger15 = stateno = 500 && movecontact

; オーラブレード（強）
[State -1]
type = ChangeState
value = 1050
TriggerAll = Var(59) <= 0
triggerall = command = "hadouken2"
triggerall = power >= 100
triggerall = numproj = 0 || Numprojid(1000) = 0 || Numprojid(1050) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 100
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 200 && movecontact = 1
trigger7 = stateno = 204 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 260 && movecontact = 1
trigger10 = stateno = 270 && movecontact = 1
trigger11 = stateno = 400 && movecontact = 1
trigger12 = stateno = 410 && movecontact = 1
trigger13 = stateno = 420 && movecontact = 1
trigger14 = stateno = 430 && movecontact = 1
trigger15 = stateno = 500 && movecontact = 1
trigger16 = stateno = 1000 && AnimElem = 5, >= 1 && AnimElem = 6, <= 1
trigger16 = Numprojid(1000) = 1

; 空中オーラブレード（弱）
[State -1,]
type = ChangeState
value = 1100
TriggerAll = Var(59) <= 0
triggerall = command = "hadouken"
triggerall = power >= 100
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 635 && movecontact
trigger7 = stateno = 640 && movecontact
trigger8 = stateno = 650 && movecontact

; 空中オーラブレード（強）
[State -1,]
type = ChangeState
value = 1150
TriggerAll = Var(59) <= 0
triggerall = command = "hadouken2"
triggerall = power >= 100
triggerall = numproj = 0 || Numprojid(1100) = 0 || Numprojid(1150) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 635 && movecontact
trigger7 = stateno = 640 && movecontact
trigger8 = stateno = 650 && movecontact
trigger9 = stateno = 1100 && AnimElem = 4, >= 1 && AnimElem = 6, <= 1
trigger9 = Numprojid(1100) = 1

; バーニングスラッシュ(弱)
[State -1,]
type = ChangeState
value = 1400
TriggerAll = Var(59) <= 0
triggerall = command = "slash"
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 220 && movecontact = 1
trigger3 = stateno = 210 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 200 && movecontact = 1
trigger6 = stateno = 204 && movecontact = 1
trigger7 = stateno = 250 && movecontact = 1
trigger8 = stateno = 260 && movecontact = 1
trigger9 = stateno = 270 && movecontact = 1
trigger10 = stateno = 400 && movecontact = 1
trigger11 = stateno = 410 && movecontact = 1
trigger12 = stateno = 420 && movecontact = 1
trigger13 = stateno = 430 && movecontact = 1
trigger14 = stateno = 500 && movecontact

; バーニングスラッシュ(強)
[State -1,]
type = ChangeState
value = 1450
TriggerAll = Var(59) <= 0
triggerall = command = "slash2"
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 220 && movecontact = 1
trigger3 = stateno = 210 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 200 && movecontact = 1
trigger6 = stateno = 204 && movecontact = 1
trigger7 = stateno = 250 && movecontact = 1
trigger8 = stateno = 260 && movecontact = 1
trigger9 = stateno = 270 && movecontact = 1
trigger10 = stateno = 400 && movecontact = 1
trigger11 = stateno = 410 && movecontact = 1
trigger12 = stateno = 420 && movecontact = 1
trigger13 = stateno = 430 && movecontact = 1
trigger14 = stateno = 500 && movecontact

; ブレイブソード(弱)
[State -1,]
type = ChangeState
value = 1500
TriggerAll = Var(59) <= 0
triggerall = command = "tatsumaki"
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 220 && movecontact = 1
trigger3 = stateno = 210 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 200 && movecontact = 1
trigger6 = stateno = 204 && movecontact = 1
trigger7 = stateno = 250 && movecontact = 1
trigger8 = stateno = 260 && movecontact = 1
trigger9 = stateno = 270 && movecontact = 1
trigger10 = stateno = 400 && movecontact = 1
trigger11 = stateno = 410 && movecontact = 1
trigger12 = stateno = 420 && movecontact = 1
trigger13 = stateno = 430 && movecontact = 1
trigger14 = stateno = 500 && movecontact

; ブレイブソード(強)
[State -1,]
type = ChangeState
value = 1550
TriggerAll = Var(59) <= 0
triggerall = command = "tatsumaki2"
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 220 && movecontact = 1
trigger3 = stateno = 210 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 200 && movecontact = 1
trigger6 = stateno = 204 && movecontact = 1
trigger7 = stateno = 250 && movecontact = 1
trigger8 = stateno = 260 && movecontact = 1
trigger9 = stateno = 270 && movecontact = 1
trigger10 = stateno = 400 && movecontact = 1
trigger11 = stateno = 410 && movecontact = 1
trigger12 = stateno = 420 && movecontact = 1
trigger13 = stateno = 430 && movecontact = 1
trigger14 = stateno = 500 && movecontact

; ライトニングスマッシュ(弱)
[State -1,]
type = ChangeState
value = 1600
TriggerAll = Var(59) <= 0
triggerall = command = "Meteor"
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 635 && movecontact
trigger7 = stateno = 640 && movecontact
trigger8 = stateno = 650 && movecontact

; ライトニングスマッシュ(強)
[State -1,]
type = ChangeState
value = 1650
TriggerAll = Var(59) <= 0
triggerall = command = "Meteor2"
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 635 && movecontact
trigger7 = stateno = 640 && movecontact
trigger8 = stateno = 650 && movecontact


;-------------------------------------------------------------
;============================特殊技===========================
;-------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(59) <= 0
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1801

;空中ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 110
TriggerAll = Var(59) <= 0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl

; バックステップ
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(59) <= 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

; 空中バックダッシュ
[State -1, Run Back]
type = ChangeState
value = 112
TriggerAll = Var(59) <= 0
triggerall = vel x <= 0;-1 
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl

; 投げ
[State -1,]
type = ChangeState
value = 800
TriggerAll = Var(59) <= 0
triggerall = (command = "holdfwd" || command = "holdback") && (command = "y")
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 7
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

; 残像拳（カウンター）
[State -1]
type = ChangeState
value = 305
TriggerAll = Var(59) <= 0
triggerall = command = "recovery" ^^ command = "z"
trigger1 = (stateno = 150 || stateno = 151) && power >= 1000
trigger2 = (stateno = 152 || stateno = 153) && power >= 1000

; 気力溜め
[State -1]
type = ChangeState
value = 1900
TriggerAll = Var(59) <= 0
triggerall = statetype = S
triggerall = Power < 3000
triggerall = ctrl = 1
trigger1 = command = "hold_b" && command = "hold_y"
trigger2 = command = "hold_c"

; 挑発
[State -1]
type = ChangeState
value = 195
TriggerAll = Var(59) <= 0
trigger1 = command = "start"
trigger1 = Vel X = 0
trigger1 = stateno != 195
trigger1 = statetype = S
trigger1 = ctrl = 1

; 高速移動 (後方)
[State -1]
type = ChangeState
value = 360
TriggerAll = Var(59) <= 0
triggerall = command = "recovery" ^^ command = "z"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = stateno = 101
trigger4 = stateno = 102

; 高速移動 (前方)
[State -1]
type = ChangeState
value = 361
TriggerAll = Var(59) <= 0
triggerall = command = "recovery" ^^ command = "z"
trigger1 = statetype = S
trigger1 = ctrl

; ダッシュ高速移動 (前方)
[State -1]
type = ChangeState
value = 361
TriggerAll = Var(59) <= 0
triggerall = stateno = 100 || stateno = 101 || stateno = 102
triggerall = ctrl = 0
trigger1 = command = "hold_x" && command = "hold_a" 
trigger2 = command = "hold_z"
trigger3 = command = "hold_c"


;------------------------------------------------------------- ;=========================ダッシュ攻撃========================
;-------------------------------------------------------------

; ダッシュ強パンチ (ダッシュ中)
[State -1,]
type = ChangeState
value = 520
TriggerAll = Var(59) <= 0
triggerall = stateno = 101
trigger1 = command = "hold_y"

; ダッシュ弱パンチ (ダッシュ中)
[State -1,]
type = ChangeState
value = 500
TriggerAll = Var(59) <= 0
triggerall = stateno = 101
trigger1 = command = "hold_x"

; ダッシュ弱キック (スライディングキック)
[State -1,]
type = ChangeState
value = 550
TriggerAll = Var(59) <= 0
triggerall = stateno = 101
trigger1 = command = "hold_a"

; ダッシュ強キック (ダッシュ中)
[State -1,]
type = ChangeState
value = 560
TriggerAll = Var(59) <= 0
triggerall = stateno = 101
trigger1 = command = "hold_b"


;-------------------------------------------------------------
;                               通常技
;------------------------------------------------------------- 
;-------------------------------パンチ

; 弱パンチ (近距離)
[State -1,]
type = ChangeState
value = 210
TriggerAll = Var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = p2bodydist x < 10
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
;trigger3 = stateno = 210
;trigger3 = time > 4
trigger3 = stateno = 500 && movecontact
trigger4 = stateno = 1801
trigger4 = time > 4

; 弱パンチ
[State -1,]
type = ChangeState
value = 200
TriggerAll = Var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 200
trigger3 = time > 9
trigger4 = stateno = 210
trigger4 = time > 4
trigger5 = stateno = 260 && movecontact
trigger6 = stateno = 500 && movecontact

; 強パンチ (近距離)
[State -1,]
type = ChangeState
value = 230
TriggerAll = Var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = p2bodydist x < 15
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 500 && movecontact

; 強パンチ
[State -1,]
type = ChangeState
value = 220
TriggerAll = Var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 260 && movecontact
trigger7 = stateno = 500 && movecontact

;-------------------------------------------キック

; 弱キック (近距離)
[State -1,]
type = ChangeState
value = 260
TriggerAll = Var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = p2bodydist x < 15
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 235
trigger2 = time > 3
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 500 && movecontact

; 弱キック
[State -1,]
type = ChangeState
value = 250
TriggerAll = Var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 250
trigger2 = time > 14
trigger3 = stateno = 260
trigger3 = time > 3
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 200 && movecontact
trigger6 = stateno = 500 && movecontact
trigger7 = stateno = 250 && movecontact

; 強キック (近距離)
[State -1,]
type = ChangeState
value = 280
TriggerAll = Var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = p2bodydist x < 15
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 250 && movecontact
trigger5 = stateno = 260 && movecontact
trigger6 = stateno = 500 && movecontact

; 強キック
[State -1]
type = ChangeState
value = 270
TriggerAll = Var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger4 = AnimElem = 5, >= 1 && AnimElem = 6, <= 1
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 250 && movecontact
trigger7 = stateno = 260 && movecontact
trigger8 = stateno = 500 && movecontact


;==============================================================
;                            しゃがみ
;==============================================================

; しゃがみ弱パンチ
[State -1]
type = ChangeState
value = 400
TriggerAll = Var(59) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 =  stateno = 400
trigger3 =  time > 6
trigger4 = stateno = 500 && movecontact

;浮かし攻撃
[State -1, ]
type = ChangeState
value = 440
TriggerAll = Var(59) <= 0
triggerall = (command = "y") && (command = "holddownfwd")
trigger1 = (ctrl) && (statetype = C)
trigger2 = stateno = 101
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 260 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 420 && movecontact
trigger9 = stateno = 500 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 230 && movecontact

; しゃがみ強パンチ
[State -1]
type = ChangeState
value = 410
TriggerAll = Var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 = stateno = 420 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 260 && movecontact
trigger9 = stateno = 500 && movecontact

; しゃがみ弱キック
[State -1]
type = ChangeState
value = 420
TriggerAll = Var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 = stateno = 420 && movecontact
trigger3 = time > 4
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 500 && movecontact

; しゃがみ強キック
[State -1]
type = ChangeState
value = 430
TriggerAll = Var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 = stateno = 420 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 200 && movecontact
trigger6 = stateno = 210 && movecontact
trigger7 = stateno = 250 && movecontact
;trigger8 = stateno = 280 && movecontact
trigger8 = stateno = 220 && movecontact
trigger9 = stateno = 230 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 500 && movecontact


;---------------------------------------------------------------------------
;============================空中技=========================================
;---------------------------------------------------------------------------

; ジャンプ弱パンチ
[State -1]
type = ChangeState
value = 610
TriggerAll = Var(59) <= 0
triggerall = command = "x"
trigger1 = statetype = A && vel x != 0 
trigger1 = ctrl = 1
;trigger2 = stateno = 610 && movecontact = 1

; ジャンプ弱パンチ (垂直)
[State -1]
type = ChangeState
value = 600
TriggerAll = Var(59) <= 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact = 1

; ジャンプ強パンチ
[State -1]
type = ChangeState
value = 620
TriggerAll = Var(59) <= 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact = 1
trigger3 = stateno = 610 && movecontact = 1
trigger4 = stateno = 630 && movecontact = 1
trigger5 = stateno = 635 && movecontact = 1

; ジャンプ弱キック
[State -1]
type = ChangeState
value = 630
TriggerAll = Var(59) <= 0
triggerall = command = "a"
trigger1 = statetype = A && vel x != 0
trigger1 = ctrl = 1
trigger2 = stateno = 610 && movecontact = 1
;trigger3 = stateno = 630 && movecontact = 1

; ジャンプ弱キック (垂直)
[State -1]
type = ChangeState
value = 635
TriggerAll = Var(59) <= 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact = 1
trigger3 = stateno = 635 && movecontact = 1

; ジャンプ強キック
[State -1]
type = ChangeState
value = 650
TriggerAll = Var(59) <= 0
triggerall = command = "b"
trigger1 = statetype = A && vel x != 0
trigger1 = ctrl = 1
trigger2 = stateno = 610 && movecontact = 1
trigger3 = stateno = 630 && movecontact = 1
trigger4 = stateno = 620 && movecontact = 1 && vel x != 0

; ジャンプ強キック (垂直)
[State -1]
type = ChangeState
value = 640
TriggerAll = Var(59) <= 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact = 1
trigger3 = stateno = 635 && movecontact = 1
trigger4 = stateno = 620 && movecontact = 1


