; 斬鉄 - CMD

[Remap]
x = a
y = b
z = x
a = z
b = c
c = y
s = s

;-| AI |--------------------------------------------------------

[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	

;-| 超必殺技 |--------------------------------------------------------
[Command]
name = "yami"
command = ~F, D, B, F, D, B, y
time = 40

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

[Command]
name = "dango"
command = ~F, B, D, F, x+y
time = 35

[Command]
name = "ranbu_x"
command = ~D, D, x
time = 12

[Command]
name = "ranbu_y"
command = ~D, D , y
time = 12

;-| 必殺技 |------------------------------------------------------
[Command]
name = "gc"
command = ~B,DB,D, b
time = 20

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

[Command]
name = "ryu2"
command = ~D, DF, F, y
time = 18

[Command]
name = "ryu3"
command = ~D, DF, F, a
time = 18

[Command]
name = "kikou"
command = ~D, B, y
time = 10

[Command]
name = "oboro"
command =  ~F,D,DF, a
time = 14

[Command]
name = "oboro_f"
command =  ~B,D,DB, a
time = 14

[Command]
name = "kage"
command =  F,B,F, a
time = 25

[Command]
name = "kopa"
command = ~D,B, x
time = 10

[Command]
name = "kasumi"
command = ~D,B, y
time = 10

[Command]
name = "tenma"
command = ~F, D, B, a
time = 20

[Command]
name = "suimen"
command =  ~B,D,DB, x
time = 20

[Command]
name = "dango_J"
command = ~F, B, D, F
time = 35

[Command]
name = "ranbu_J"
command = ~D, D
time = 12

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

[Command]
name = "kikou_J"
command = ~D,DB, B
time = 10

[Command]
name = "oboro_J"
command =  ~F,D,DF
time = 14

[Command]
name = "oboro_f_J"
command =  ~B,D,DB
time = 14

[Command]
name = "kage_J"
command =  F,B,F
time = 25

;-| ２回押し技 |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10

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

;-| ２・３個の同時押し技 |-----------------------------------------------
[Command]
name = "oogiri"
command = y+a
time = 1

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

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

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

;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

[Command]
name = "4x"
command = /B,x
time = 1

[Command]
name = "6y"
command = /F,y
time = 1

[Command]
name = "6z"
command = /F,a
time = 1

[Command]
name = "3z"
command = /DF,a
time = 1

;-| ボタン設定（いじらない）|---------------------------------------------------------
[Command]
name = "recovery"
command = b
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 = "start"
command = s
time = 1

;-| 押しっぱなし設定（いじらない）-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

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

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

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

[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 = "hold_x+y"
command = /x+y
time = 1

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

[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

;---------------------------------------------------------------------------
[Statedef 10000]
Anim = 20000 ;なにも表示しないアニメでもいいけど入れなくても全然問題ない
Ctrl = 0

[State 10000, 間違いで本体が来たら立ちへ移行]
Type = SelfState
Trigger1 = !IsHelper
Value = 0

[State 10000, プレイヤー判定]
Type = VarSet
Trigger1 = command = "up" && root,command = "up"
Trigger2 = command = "down" && root,command = "down"
Trigger3 = command = "back" && root,command = "back"
Trigger4 = command = "fwd" && root,command = "fwd"
Trigger5 = command = "a" && root,command = "a"
Trigger6 = command = "b" && root,command = "b"
Trigger7 = command = "c" && root,command = "c"
Trigger8 = command = "x" && root,command = "x"
Trigger9 = command = "y" && root,command = "y"
Trigger10 = command=  "z" && root,command = "z"
Trigger11 = command = "start" && root,command = "start"
var(59) = -1

[State 10000, 立ったら消失]
Type = DestroySelf
TriggerAll = isHelper
Trigger1 = root,var(59) || var(59) = -1
Trigger2 = command = "up" && root,command = "up"
Trigger3 = command = "down" && root,command = "down"
Trigger4 = command = "back" && root,command = "back"
Trigger5 = command = "fwd" && root,command = "fwd"
Trigger6 = command = "a" && root,command = "a"
Trigger7 = command = "b" && root,command = "b"
Trigger8 = command = "c" && root,command = "c"
Trigger9 = command = "x" && root,command = "x"
Trigger10 = command = "y" && root,command = "y"
Trigger11 = command=  "z" && root,command = "z"
Trigger12 = command = "start" && root,command = "start"

[State 10000, フラグON]
Type = VarSet
Triggerall = var(59) != -1
Trigger1 = root,command = "up"
Trigger2 = root,command = "down"
Trigger3 = root,command = "back"
Trigger4 = root,command = "fwd"
Trigger5 = root,command = "a"
Trigger6 = root,command = "b"
Trigger7 = root,command = "c"
Trigger8 = root,command = "x"
Trigger9 = root,command = "y"
Trigger10 = root,command = "z"
Trigger11 = root,command = "start"
var(59) = 1

; 下の記述↓は絶対に消さないでください。
[Statedef -1]

[State -1, AI起動用ヘルパー]
Type = Helper
Trigger1 = !NumHelper(10000)
Trigger1 = RoundState = 2
Trigger1 = Alive
Trigger1 = Var(59) = 0
Trigger1 = (PrevStateNo = [190,194]) || PrevStateNo = 5900
Trigger1 = Ctrl && StateNo = 0
HelperType = Normal
Name = "AI"
StateNo = 10000
ID = 10000
Pos = 9999,9999
KeyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
Persistent = 0

;念のため↓も付けておく
[State -1, 関係無いステートに行かないように]
Type = ChangeState
Trigger1 = IsHelper(10000)
Trigger1 = StateNo != 10000
Value = 10000

;===========================================================================
; A.I. Moves - Start
;===========================================================================
[State -1, AI]
Type = VarSet
TriggerAll = !Var(59) 
TriggerAll = RoundState = [1,2]
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 = NumHelper(10000)
Trigger52 = Helper(10000),Var(59)
;Trigger53 = !IsHelper	;一番左の「;」を消すと、AI常時ONになります。
var(59) = 10		;A.I.レベル設定。1〜10で設定できます。

;===========================================================================
;各種設定

;対人・対A.I.切り替えスイッチ
[State -1, AI]
Type = VarSet
Trigger1 = Var(59) = [1,10]
V = 54
Value = 4		;0 ･･･ 水面隠れ・ぶっぱ影法師あり、ガード不能斬り自重（対人向き）
			;1 ･･･ ぶっぱ影法師あり、ガード不能斬り自重（対人向き）
			;2 ･･･ ぶっぱ影法師あり、ガード不能斬り多用（対A.I.向き）
			;3 ･･･ ガード不能斬り多用（対A.I.向き）
			;4 ･･･ 一切使用しない（対超反応A.I.向き）

;流影刃ループ使用有無設定
[State -1, AI]
Type = VarSet
Trigger1 = Var(59) = [1,10]
V = 55
Value = 0		;0 ･･･ 使用しない
			;1 ･･･ 使用する

;ACこすり使用有無設定
[State -1, AI]
Type = VarSet
Trigger1 = Var(59) = [1,10]
Trigger1 = Var(56) = 0
V = 56
Value = 1		;0 ･･･ 使用しない
			;1 ･･･ 使用する
			;2 ･･･ 中野TRFに行ってくる！

;ACこすり頻度設定
[State -1, AI]
Type = VarSet
Trigger1 = Var(59) = [1,10]
V = 57
Value = 3		;1(超絶こすり) >>> 3(普通) >>> 5(鈍足こすり)
			;数字を小さくするほど多くこすります。(コケココさんのと同じ設定方法です)
			;1〜5の間で設定してください。6以上だと受付時間を過ぎてしまうのでこすりません。


;　　＼　／
;　　●　●　＜この幕末では常識に囚われてはいけないのですね！
;　　" ▽ "

;===========================================================================
;タッグ時相手判別

[State -1, AI]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Alive
V = 50
Value = 0
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = !EnemyNear,Alive
V = 50
Value = 1
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
Trigger1 = P2StateType = L
V = 52
Value = -1
IgnoreHitPause = 1

[State -1, AI]
Type = VarAdd
TriggerAll = Var(52) > 0
Trigger1 = P2StateType != L
V = 52
Value = -1
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(52) = -1
Trigger1 = P2StateType != L
V = 52
Value = 12
IgnoreHitPause = 1

[State -1, AI]
Type = VarAdd
TriggerAll = Var(59) = [1,10]
Trigger1 = EnemyNear(Var(50)),StateNo = [120,159]
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = StateNo = 200 && Time = 5
Trigger1 = !MoveContact
V = 53
Value = 1
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
Trigger1 = Var(59) = [1,10]
Trigger1 = Var(56) = 2
Trigger1 = MoveGuarded
Trigger1 = StateNo = 600 || StateNo = 601
Trigger1 = ((Life * 1000) / LifeMax) > 200
Trigger1 = ((Life * 1000) / LifeMax) < ((EnemyNear(Var(50)),Life * 1000) / EnemyNear(Var(50)),LifeMax)
Trigger1 = Random <= 21 - (Var(59) * 2)
V = 56
Value = -Var(56)

[State -1, AI]
Type = VarSet
Trigger1 = Var(59) = [1,10]
Trigger1 = Var(56) <= 0
Trigger1 = StateNo != 600
V = 56
Value = -Var(56)

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

;コンボフラグ解除
[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveType = H
Trigger2 = Var(51) != 1 && Var(51) != 2 && Var(51) != 4
Trigger2 = EnemyNear(Var(50)),MoveType != H || EnemyNear(Var(50)),StateType = L
Trigger3 = Var(51) = 1 || Var(51) = 2 || Var(51) = 7
Trigger3 = StateNo = 1403 || StateNo = 1080 || (StateNo = 1075 && AnimElem >= 5 && !MoveHit)
Trigger4 = Var(51) = 1 || Var(51) = 2 || Var(51) = 4
Trigger4 = EnemyNear(Var(50)),StateNo = 0 || EnemyNear(Var(50)),StateNo = 5120 || EnemyNear(Var(50)),StateNo = 5210
Trigger5 = Var(51) = 4
Trigger5 = StateNo = 1403
Trigger6 = StateNo = 1450
Trigger7 = StateNo = 3514 && AnimTime = 0
V = 51
Value = 0
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = !(Var(58) = 1 || Var(58) = 5)
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = MoveHit
Trigger1 = StateNo = 430
Trigger2 = Var(58) = 1 || Var(58) = 5
Trigger2 = Power < 2000
Trigger2 = EnemyNear(Var(50)),StateType != A
Trigger2 = MoveHit
Trigger2 = StateNo = 430
Trigger3 = Var(58) = 1 || Var(58) = 5
Trigger3 = Power >= 2000
Trigger3 = EnemyNear(Var(50)),StateType != A
Trigger3 = MoveHit
Trigger3 = StateNo = 430
Trigger3 = P2BodyDist X != [-5,30]
Trigger4 = MoveHit
Trigger4 = StateNo = 1075
V = 51
Value = 1
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) = 1 || Var(58) = 5
Trigger1 = Power >= 2000
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = MoveHit
Trigger1 = StateNo = 430
V = 51
Value = 2
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Var(58) != [3,4]
TriggerAll = MoveHit
TriggerAll = StateNo = 610
TriggerAll = P2BodyDist X = [-15,15]
Trigger1 = Var(58) = 1 || Var(58) = 5
Trigger1 = Power >= 2000
Trigger2 = Var(58) = 2 || Var(58) = 6
Trigger2 = Power >= 3000 && (Life <= LifeMax / 4)
V = 51
Value = 3
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Var(58) != [3,4]
TriggerAll = MoveHit
TriggerAll = StateNo = 610
TriggerAll = P2BodyDist X - (Vel X * 2) = [-70,70]
Trigger1 = Var(55) = 0
Trigger1 = Var(58) = 1 || Var(58) = 5
Trigger1 = Power >= 1500
Trigger2 = Var(55) = 1 || Var(58) = 2 || Var(58) = 6
V = 51
Value = 4
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) = [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 610
Trigger1 = EnemyNear(Var(50)),BackEdgeBodyDist < 15
V = 51
Value = 5
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 610 || (StateNo = 200 && (P2BodyDist X = [-5,45]))
Trigger1 = EnemyNear(Var(50)),BackEdgeBodyDist < 15
V = 51
Value = 6
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 610 || (StateNo = 200 && (P2BodyDist X = [-5,45]))
Trigger1 = EnemyNear(Var(50)),BackEdgeBodyDist >= 15
Trigger1 = Random = [0,499]
V = 51
Value = 7
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 610 || (StateNo = 200 && (P2BodyDist X = [-5,45]))
Trigger1 = EnemyNear(Var(50)),BackEdgeBodyDist >= 15
V = 51
Value = 8
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 3511
Trigger2 = Var(55) = 0
Trigger2 = Var(51) = 0 || Var(51) = 1 || Var(51) = 4
Trigger2 = MoveHit
Trigger2 = StateNo = 1000
Trigger3 = Var(51) = 0
Trigger3 = MoveHit
Trigger3 = StateNo = 8140
Trigger3 = EnemyNear(Var(50)),StateNo = [5000,5030]
Trigger4 = Var(51) = 0
Trigger4 = MoveHit
Trigger4 = StateNo = 260
Trigger5 = Var(51) = 10
Trigger5 = MoveHit
Trigger5 = StateNo = 1000
Trigger5 = P2BodyDist X > 50
V = 51
Value = 9
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) != [9,10]
Trigger1 = Var(55) = 1
Trigger1 = MoveHit
Trigger1 = StateNo = 1000
V = 51
Value = 10
IgnoreHitPause = 1

;===========================================================================
;立ち回り技振り

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = (Var(58) = 1 || Var(58) = 3 || Var(58) = 5) && Power >= 2000 || (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = Ctrl
TriggerAll = BackEdgeBodyDist < 45
Trigger1 = P2BodyDist X - EnemyNear(Var(50)),Vel X * 10 >= 180
Trigger1 = Random <= Var(59) * 10
Trigger2 = Facing*Partner,Facing = 1
Trigger2 = EnemyNear(Var(50)),MoveType != H
Trigger2 = EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl
Trigger2 = P2BodyDist X - EnemyNear(Var(50)),Vel X * 10 >= 200
Trigger2 = Random <= Var(59) * 20
Trigger3 = Facing*EnemyNear(Var(50)),Facing = 1
Trigger3 = Partner,MoveType = H && EnemyNear(Var(50)),MoveType = A
Trigger3 = P2BodyDist X - EnemyNear(Var(50)),Vel X * 10 >= 160
Trigger3 = Random <= Var(59) * 15

;ガード
[State -1]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 3 || Var(54) = 4
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Ctrl
TriggerAll = StateNo != [120,159]
Trigger1 = InGuardDist || EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
Trigger1 = Random >= 1000 - Var(59) * (85 + ((Var(54) = 4) * 5))
Trigger2 = InGuardDist
Trigger2 = Enemy,NumProj > 0
Trigger2 = Random >= 1000 - Var(59) * (90 + ((Var(54) = 4) * 5))
Trigger3 = InGuardDist
Trigger3 = Enemy,NumProj > 0 || (P2BodyDist X = [-25,120])
Trigger3 = PrevStateNo = [5000,5300]
Trigger3 = Random >= 1000 - Var(59) * (80 + ((Var(54) = 4) * 10))
Trigger4 = InGuardDist
Trigger4 = P2BodyDist X > 80 + (EnemyNear(Var(50)),Vel X * 5) || EnemyNear(Var(50)),Time > 50
Trigger4 = Random >= 1000 - Var(59) * 100
Trigger5 = NumHelper(20000) > 0
Trigger5 = Helper(20000),InGuardDist
Trigger5 = (P2BodyDist X = [-50,75]) || Facing * EnemyNear(Var(50)),Facing != -1 || P2Dist X < 0
Trigger5 = Random >= 1000 - Var(59) * (90 + ((Var(54) = 4) * 5))
Trigger6 = NumHelper(20000) > 0
Trigger6 = Helper(20000),Var(3) = 2
Trigger6 = Random >= 1000 - Var(59) * (85 + ((Var(54) = 4) * 5))

;天魔落とし
[State -1]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(52) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),Statetype != L
TriggerAll = EnemyNear(Var(50)),Statetype != A
TriggerAll = EnemyNear(Var(50)),MoveType = I
TriggerAll = EnemyNear(Var(50)),StateNo != 40
TriggerAll = EnemyNear(Var(50)),StateNo != [105,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5100,5299]
TriggerAll = EnemyNear(Var(50)),PrevStateNo != [5100,5299]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Ctrl || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [-5,25]
TriggerAll = NumHelper(20000) > 0
TriggerAll = Helper(20000),Var(10) = 0
TriggerAll = Random <= Var(59) * 60
Trigger1 = (PrevStateNo = [5000,5270]) || BackEdgeBodyDist < 60
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(50)),AnimTime >= -3
Trigger3 = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA
Trigger4 = EnemyNear(Var(50)),PrevStateNo = [140,159]

;空中版天魔落とし
[State -1]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),Statetype != L
TriggerAll = EnemyNear(Var(50)),MoveType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = EnemyNear(Var(50)),Pos Y < -10
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = P2BodyDist Y = [-35,35]
Trigger1 = Random <= Var(59) * 50
Trigger2 = MoveHit
Trigger2 = StateNo = 630
Trigger2 = P2BodyDist X = [-5,20]
Trigger2 = Random <= Var(59) * 85
Trigger3 = Var(56) = 1 || Var(56) = 2
Trigger3 = MoveHit
Trigger3 = StateNo = 601
Trigger3 = P2BodyDist Y <= -35
Trigger3 = Random <= Var(59) * 85

;投げ
[State -1, Zantetsu Throw]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(52) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),Statetype != L
TriggerAll = EnemyNear(Var(50)),Statetype != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateNo != [105,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5000,5299]
TriggerAll = EnemyNear(Var(50)),PrevStateNo != [120,159]
TriggerAll = EnemyNear(Var(50)),PrevStateNo != [5000,5299]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Ctrl || (StateNo = [100,101])
TriggerAll = NumHelper(20000) > 0
TriggerAll = Helper(20000),Var(10) = 0
TriggerAll = P2BodyDist X = [-5,25]
TriggerAll = Random <= Var(59) * 60
Trigger1 = (PrevStateNo = [5000,5270]) || BackEdgeBodyDist < 60
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(50)),AnimTime >= -3
Trigger3 = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA
Trigger4 = EnemyNear(Var(50)),Time <= 1
Trigger4 = !EnemyNear(Var(50)),Ctrl
Trigger4 = !EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP

;屈弱蹴
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Ctrl || (StateNo = [100,101])
Trigger1 = P2BodyDist X = [-5,50 + (EnemyNear(Var(50)),Vel X * 3)]
Trigger1 = Random <= Var(59) * 50 + ((Var(58) = [1,2]) * 15)
Trigger2 = !EnemyNear(Var(50)),Ctrl
Trigger2 = EnemyNear(Var(50)),MoveType != H
Trigger2 = EnemyNear(Var(50)),Time >= Floor(50 - Var(59))
Trigger2 = P2BodyDist X = [-5,40 + (EnemyNear(Var(50)),Vel X * 3)]
Trigger2 = Random <= Var(59) * 25 + ((Var(58) = [1,2]) * 10)

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Ctrl || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [-5,60 + (EnemyNear(Var(50)),Vel X * 3)]
Trigger1 = Var(53) > 2 && EnemyNear(Var(50)),StateType = C
Trigger1 = Var(58) = [1,2]
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = Random >= 1000 - Var(59) * 30
Trigger2 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(Var(50)),StateType != C)
Trigger2 = Var(58) != [1,2]
Trigger2 = Random <= Var(59) * 20
Trigger3 = Var(53) > 2 && EnemyNear(Var(50)),StateType = C
Trigger3 = Var(58) != [1,2]
Trigger3 = Random >= 1000 - Var(59) * 60

;立弱斬
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(Var(50)),StateType != C)
Trigger1 = Var(58) = [1,2]
Trigger1 = Ctrl || (StateNo = [100,101])
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = P2BodyDist X = [-5,60 + (EnemyNear(Var(50)),Vel X * 4)]
Trigger1 = Random >= 1000 - Var(59) * 30
Trigger2 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(Var(50)),StateType != C)
Trigger2 = Var(58) != [1,2]
Trigger2 = Ctrl || (StateNo = [100,101])
Trigger2 = P2BodyDist X = [-5,60 + (EnemyNear(Var(50)),Vel X * 4)]
Trigger2 = Random >= 1000 - Var(59) * 60
Trigger3 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(Var(50)),StateType != C)
Trigger3 = Var(58) != [1,2]
Trigger3 = MoveContact && (StateNo = 205)
Trigger3 = Random >= 1000 - Var(59) * 80
Trigger4 = !EnemyNear(Var(50)),Ctrl
Trigger4 = EnemyNear(Var(50)),MoveType != H
Trigger4 = EnemyNear(Var(50)),Time >= Floor(50 - Var(59))
Trigger4 = Ctrl || (StateNo = [100,101])
Trigger4 = P2BodyDist X = [35,70 + (EnemyNear(Var(50)),Vel X * 4)]
Trigger4 = Random >= 1000 - Var(59) * 30

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = ChangeState
Value = 201
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 200
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random <= Var(59) * 40

;立強斬
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 201
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random >= 1000 - Var(59) * 10
Trigger2 = MoveHit
Trigger2 = StateNo = 400
Trigger2 = PrevStateNo = 200 || PrevStateNo = 205
Trigger2 = P2BodyDist X = [-5,55]
Trigger2 = Random >= 1000 - Var(59) * 10

;屈弱斬
[State -1, Crouching Light Punch]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = P2BodyDist X = [-5,65]
Trigger1 = Var(58) = [1,2]
Trigger1 = Ctrl || (StateNo = [100,101])
Trigger1 = EnemyNear(Var(50)),MoveType = H
Trigger1 = EnemyNear(Var(50)),StateNo != [120,159]
Trigger1 = P2BodyDist X = [-5,25]
Trigger1 = Random >= 1000 - Var(59) * 20
Trigger2 = Var(58) != [1,2]
Trigger2 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(Var(50)),StateType != C)
Trigger2 = MoveContact
Trigger2 = StateNo = 200
Trigger2 = Random >= 1000 - Var(59) * 40
Trigger3 = Var(58) != [1,2]
Trigger3 = Var(53) > 2 && EnemyNear(Var(50)),StateType = C
Trigger3 = MoveContact
Trigger3 = StateNo = 205
Trigger3 = Random >= 1000 - Var(59) * 25

;屈弱斬+
[State -1]
Type = ChangeState
Value = 405
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = P2BodyDist X = [-5,65]
Trigger1 = Var(58) = [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 400
Trigger1 = Random >= 1000 - Var(59) * 75
Trigger2 = Var(58) != [1,2]
Trigger2 = MoveContact
Trigger2 = StateNo = 400
Trigger2 = Random >= 1000 - Var(59) * 50

;大斬り
[State -1]
Type = ChangeState
Value = 260
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType = C
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Var(58) != [1,2]
Trigger1 = MoveGuarded
Trigger1 = StateNo = 201
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random >= 1000 - Var(59) * 5
Trigger2 = MoveGuarded
Trigger2 = StateNo = 210
Trigger2 = P2BodyDist X = [-5,40]
Trigger2 = Random >= 1000 - Var(59) * 10

;脚払
[State -1, Crouching Strong Kick]
Type = ChangeState
Value = 440
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 201 || StateNo = 210
Trigger1 = P2BodyDist X = [-5,85]
Trigger1 = Random <= Var(59) * 15

;空弱斬
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Var(51) = 0
TriggerAll = Facing * EnemyNear(Var(50)),Facing = -1
Trigger1 = P2BodyDist X = [-10 + ((FrontEdgeBodyDist <= 0) * -25),50]
Trigger1 = P2BodyDist Y - (Vel Y * 2) + (EnemyNear(Var(50)),Vel Y * 2) = [-50,60 + ((EnemyNear(Var(50)),Const(size.head.pos.y) <= -100) * 30)]
Trigger1 = Random >= 1000 - Var(59) * 75
Trigger2 = Var(56) = 2
Trigger2 = P2BodyDist X = [-10 + ((FrontEdgeBodyDist <= 0) * -25),50]
Trigger2 = P2BodyDist Y - (Vel Y * 2) + (EnemyNear(Var(50)),Vel Y * 2) = [-75,60 + ((EnemyNear(Var(50)),Const(size.head.pos.y) <= -100) * 30)]
Trigger2 = Random >= 1000 - Var(59) * 30

;空蹴
[State -1, Jump Kick]
Type = ChangeState
Value = 630
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-10,45]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-50,40]
Trigger1 = Ctrl
Trigger1 = Random = [Var(59) * 35,Var(59) * (75 - ((Var(56) = 2) * 20))]
Trigger2 = Var(56) != 2
Trigger2 = Var(58) != [1,2]
Trigger2 = MoveContact
Trigger2 = StateNo = 600 || StateNo = 601
Trigger2 = Random = [Var(59) * 20,Var(59) * 80]

;空強斬
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !(InGuardDist && P2BodyDist X > -10)
TriggerAll = Var(51) = 0
Trigger1 = Var(56) != 2
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = EnemyNear(Var(50)),StateType != L
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) <= 50
Trigger1 = Pos Y + (Vel Y * 19) * (Anim != 48) = [-50,-5]
Trigger1 = Random <= Var(59) * (60 - ((Anim = 48) * 20))
Trigger2 = Var(56) = 2
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),StateType != A
Trigger2 = EnemyNear(Var(50)),StateType != L
Trigger2 = !(Anim = 48 && P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) >= 0)
Trigger2 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) <= 50
Trigger2 = Pos Y + (Vel Y * 19) * (Anim != 48) = [-50,-5]
Trigger2 = Random <= Var(59) * (40 - ((EnemyNear(Var(50)),BackEdgeBodyDist <= 10) * 30))
Trigger3 = Ctrl
Trigger3 = EnemyNear(Var(50)),StateType = A
Trigger3 = EnemyNear(Var(50)),StateType != L
Trigger3 = P2BodyDist X - (Vel X * 12) - (EnemyNear(Var(50)),Vel X * 12) <= 50
Trigger3 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(50)),Vel Y * 10) = [-30,60]
Trigger3 = Random <= Var(59) * (50 - ((Var(56) = 2) * 25))
Trigger4 = Ctrl
Trigger4 = EnemyNear(Var(50)),StateNo = 5120
Trigger4 = EnemyNear(Var(50)),AnimTime >= -7
Trigger4 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) <= 50
Trigger4 = Pos Y + Vel Y * 19 = [-55,-10]
Trigger4 = Random <= Var(59) * 65
Trigger5 = Var(56) != 2
Trigger5 = Var(58) != [1,2]
Trigger5 = EnemyNear(Var(50)),StateType != L
Trigger5 = MoveContact
Trigger5 = StateNo = 600 || StateNo = 601
Trigger5 = Pos Y + (Vel Y * 19) = [-60,-5]
Trigger5 = Random <= Var(59) * 85

;影法師
[State -1]
Type = ChangeState
Value = 1070
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != [3,4]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || (StateNo = [100,101])
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(50)),BackEdgeBodyDist >= 30
Trigger1 = P2bodydist X - (EnemyNear(Var(50)),Vel X * 3) = [40,120]
Trigger1 = P2bodydist Y + (EnemyNear(Var(50)),Vel Y * 3) = [-100,0]
Trigger1 = Random >= 1000 - Var(59) * (4 - Var(54))

;流影刃
[State -1]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = Ctrl || (StateNo = [100,101])
Trigger1 = P2bodydist X - (EnemyNear(Var(50)),Vel X * 15) = [0,55]
Trigger1 = P2bodydist Y + (EnemyNear(Var(50)),Vel Y * 15) = [-100 + (P2bodydist X / 2),-25]
Trigger1 = EnemyNear(Var(50)),Vel X >= 0
Trigger1 = EnemyNear(Var(50)),Vel Y > 0
;Trigger1 = EnemyNear(Var(50)),time > 15
Trigger1 = Random >= 1000 - Var(59) * 20

;朧斬り
[State -1]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = Ctrl || (StateNo = [100,101])
Trigger1 = P2bodydist X - (EnemyNear(Var(50)),Vel X * 12) = [35,60]
Trigger1 = P2bodydist Y + (EnemyNear(Var(50)),Vel Y * 12) = [-100,-50]
Trigger1 = EnemyNear(Var(50)),Vel X >= 0
Trigger1 = EnemyNear(Var(50)),Vel Y >= 0
Trigger1 = EnemyNear(Var(50)),time > 15
Trigger1 = Random <= Var(59) * 20

;立超強斬
[State -1]
Type = ChangeState
Value = 215
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Var(51) = 0
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 10) = [90,120]
Trigger1 = Random >= 1000 - Var(59) * 5

;ガード不能斬り
[State -1]
Type = ChangeState
Value = 250
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != 4
TriggerAll = Var(58) = [1,2]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = ((Life * 1000) / LifeMax) > 300
Trigger1 = Ctrl
Trigger1 = (EnemyNear(Var(50)),StateNo != [120,159])
Trigger1 = EnemyNear(Var(50)),Ctrl || (EnemyNear(Var(50)),MoveType != A && !EnemyNear(Var(50)),Ctrl)
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 10) = [80,100]
Trigger1 = Random = [Var(59) * 50,Var(59) * (51 + Var(54))]
Trigger2 = !InGuardDist
Trigger2 = StateNo = 211
Trigger2 = PrevStateNo = 215
Trigger2 = P2BodyDist X = [80,110]
Trigger2 = Random <= Var(59) * (2 + (Var(54) * 1))

;気孔砲
[State -1]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Var(58) = [3,4]
Trigger1 = Ctrl || (StateNo = [100,101])
Trigger1 = (EnemyNear(Var(50)),StateNo != [120,159]) || EnemyNear(Var(50)),Ctrl
Trigger1 = P2BodyDist X = [80,130 + EnemyNear(Var(50)),Vel X * 6]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 8) = [-90,30]
Trigger1 = Random <= Var(59) * 5

;骸縫いＡ
[State -1]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl
Trigger1 = P2BodyDist X >= 0
Trigger1 = P2BodyDist X - P2BodyDist Y = [45,65]
Trigger1 = P2BodyDist Y = [15,90]
Trigger1 = Random <= Var(59) * 15
Trigger2 = MoveGuarded
Trigger2 = StateNo = 610 || StateNo = 630
Trigger2 = P2BodyDist X - P2BodyDist Y = [10,65]
Trigger2 = Random >= IfElse(Var(56) = 0, (1000 - Var(59) * 30), (1000 - Var(59) * 5))
Trigger3 = !(Var(56) = 2 || Var(56) = -2)
Trigger3 = MoveGuarded
Trigger3 = StateNo = 600 || StateNo = 601
Trigger3 = P2BodyDist X - P2BodyDist Y = [10,65]
Trigger3 = Random >= IfElse(Var(56) = 0, (1000 - Var(59) * 30), (1000 - Var(59) * 5))

;骸縫いＢ
[State -1]
Type = ChangeState
Value = 1410
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = (EnemyNear(Var(50)),StateNo != [120,159]) || EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl || (EnemyNear(Var(50)),MoveType != A && !EnemyNear(Var(50)),Ctrl)
Trigger1 = P2BodyDist X - P2BodyDist Y = [60,95]
Trigger1 = P2BodyDist Y = [70,95]
Trigger1 = Random <= Var(59) * 35
Trigger2 = Var(51) = 0
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),StateType = L
Trigger2 = P2BodyDist X - P2BodyDist Y = [35,85]
Trigger2 = P2BodyDist Y = [50,95]
Trigger2 = Random <= Var(59) * 60

;天魔脚
[State -1]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = !(Var(56) = 2 || Var(56) = -2)
Trigger1 = MoveHit;Contact
Trigger1 = StateNo = 600 || StateNo = 601 || StateNo = 610 || StateNo = 630
Trigger1 = Random <= Var(59) * 8
Trigger2 = Var(56) = 2
Trigger2 = MoveContact
Trigger2 = StateNo = 610 || StateNo = 630
Trigger2 = Random <= Var(59) * 8
Trigger3 = Var(56) = 1 || Var(56) = 2
Trigger3 = Var(41) = 0
Trigger3 = MoveHit
Trigger3 = StateNo = 601
Trigger3 = ((Life * 1000) / LifeMax) < ((EnemyNear(Var(50)),Life * 1000) / EnemyNear(Var(50)),LifeMax) || (Var(42) >= 999)
Trigger3 = Random <= Var(59) * 25

;立弱蹴
[State -1, Stand Light Kick]
Type = ChangeState
Value = 230
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType = L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateNo = 5110
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= Var(59) * 50

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) = 1 || Var(58) = 3 || Var(58) = 5
TriggerAll = Power >= 2000 || (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Ctrl
Trigger1 = (EnemyNear(Var(50)),StateNo != [120,159]) || EnemyNear(Var(50)),Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 10) = [150,200]
Trigger1 = Random >= 1000 - Var(59) * 2

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) = 2 || Var(58) = 4 || Var(58) = 6
TriggerAll = Life <= LifeMax / 4
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Ctrl
Trigger1 = (EnemyNear(Var(50)),StateNo != [120,159]) || EnemyNear(Var(50)),Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 10) = [150,200]
Trigger1 = Random >= 1000 - Var(59) * 2

;水面隠れ
[State -1]
Type = ChangeState
Value = 1450
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 0
TriggerAll = Var(14) = 0
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(50)),StateType = L
Trigger1 = EnemyNear(Var(50)),StateNo = [5050,5110]
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) >= 120
Trigger1 = Random <= Var(59) * 20
Trigger2 = !InGuardDist
Trigger2 = EnemyNear(Var(50)),MoveType != A || !EnemyNear(Var(50)),Ctrl
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger2 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 8) >= 180
Trigger2 = Random <= Var(59) * 15
Trigger3 = !InGuardDist
Trigger3 = Var(51) = 1 || Var(51) = 2 || Var(51) = 4 || Var(51) = 7 || Var(51) = 8
Trigger3 = EnemyNear(Var(50)),StateType = L
Trigger3 = EnemyNear(Var(50)),StateNo = 1013
Trigger3 = Random <= Var(59) * 100

;乱舞奥義(上下段)
[State -1]
Type = ChangeState
Value = 3500 + ((Random%2 = 0) * 20)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) != [1,2]
TriggerAll = Var(58) = 3 || Var(58) = 5
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 2000 || ((Life <= LifeMax / 4) && Power >= 1000)
Trigger1 = ((EnemyNear(Var(50)),Life * 1000) / EnemyNear(Var(50)),LifeMax) >= 400
Trigger1 = (Stateno = 8101 || Stateno = 8111) && Time >= 10 - Floor(EnemyNear(Var(50)),Pos Y / 10)
Trigger1 = Random <= Var(59) * 50

;乱舞奥義(上下段)
[State -1]
Type = ChangeState
Value = 3500 + ((Random%2 = 0) * 20)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) != [1,2]
TriggerAll = Var(58) = 4 || Var(58) = 6
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 3000
Trigger1 = ((EnemyNear(Var(50)),Life * 1000) / EnemyNear(Var(50)),LifeMax) >= 400
Trigger1 = (Stateno = 8101 || Stateno = 8111) && Time >= 10 - Floor(EnemyNear(Var(50)),Pos Y / 10)
Trigger1 = Random <= Var(59) * 50

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

;ジャンプ回避
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || StateNo = 100
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Random < Var(59) * 80
Trigger1 = EnemyNear(Var(50)),StateNo = Helper(20000),Var(31)
Trigger2 = EnemyNear(Var(50)),StateNo = Helper(20000),Var(32)
Trigger3 = EnemyNear(Var(50)),StateNo = Helper(20000),Var(33)

;ガード
[State -1]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 1 || Var(54) = 2
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Ctrl
TriggerAll = StateNo != [120,159]
Trigger1 = InGuardDist || EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
Trigger1 = Random >= 1000 - Var(59) * 85
Trigger2 = InGuardDist
Trigger2 = Enemy,NumProj > 0
Trigger2 = Random >= 1000 - Var(59) * 90
Trigger3 = InGuardDist
Trigger3 = Enemy,NumProj > 0 || (P2BodyDist X = [-25,120])
Trigger3 = PrevStateNo = [5000,5300]
Trigger3 = Random >= 1000 - Var(59) * 80
Trigger4 = InGuardDist
Trigger4 = P2BodyDist X > 80 + (EnemyNear(Var(50)),Vel X * 5) || EnemyNear(Var(50)),Time > 50
Trigger4 = Random >= 1000 - Var(59) * 95
Trigger5 = NumHelper(20000) > 0
Trigger5 = Helper(20000),InGuardDist
Trigger5 = (P2BodyDist X = [-50,75]) || Facing * EnemyNear(Var(50)),Facing != -1 || P2Dist X < 0
Trigger5 = Random >= 1000 - Var(59) * 90

;ガードキャンセル
[State -1]
Type = ChangeState
Value = 8140
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo = [150,153]
TriggerAll = Time > 11 - Var(59)
TriggerAll = P2bodydist X = [-5,70]
Trigger1 = Var(58) = 1 || Var(58) = 3 || Var(58) = 5
Trigger1 = Power >= 1000
Trigger1 = Random <= Var(59) * 65
Trigger2 = Var(58) = 2 || Var(58) = 4 || Var(58) = 6
Trigger2 = Power >= 3000
Trigger2 = Random <= Var(59) * 75

;地上復帰
[State -1, Recover near ground]
Type = ChangeState
Value = 5200 ;HITFALL_RECOVER
TriggerAll = Var(59) = [1,10]
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = CanRecover
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [5200,5210]
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-30,60]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-30,60]
Trigger1 = Random <= Var(59) * 70
Trigger2 = NumHelper(20000) > 0
Trigger2 = Helper(20000),Var(3) != [2,3]
Trigger2 = EnemyNear(Var(50)),MoveType != A || !InGuardDist
Trigger2 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-120,120]
Trigger2 = Random <= Var(59) * 50
Trigger3 = P2BodyDist X = [-100,100]
Trigger3 = Random <= Var(59) * 60

;空中復帰
[State -1, Recover in mid air]
Type = ChangeState
Value = 5210 ;HITFALL_AIRRECOVER
TriggerAll = Var(59) = [1,10]
TriggerAll = Vel Y > 0
TriggerAll = Pos Y < -50
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = CanRecover
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [5200,5210]
Trigger1 = EnemyNear(Var(50)),MoveType != A
Trigger1 = P2BodyDist X = [-80,80]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-80,80]
Trigger1 = Random <= Var(59) * 70
Trigger2 = InGuardDist
Trigger2 = EnemyNear(Var(50)),MoveType = A
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-60,60]
Trigger2 = Random = [Var(59) * 70,Var(59) * 130]
Trigger3 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-75,75]
Trigger3 = Random >= 1000 - Var(59) * 60

;前転起き上がり
[State -1]
Type = ChangeState
Value = 5130
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo = 5110
Trigger1 = BackEdgeBodyDist < 60
Trigger1 = P2bodydist X - (EnemyNear(Var(50)),Vel X * 5) != [40,200]
Trigger1 = Random <= Var(59) * 60
Trigger2 = BackEdgeBodyDist < 60
Trigger2 = P2bodydist X - (EnemyNear(Var(50)),Vel X * 5) != [80,160]
Trigger2 = Random >= 1000 - Var(59) * 20
Trigger3 = EnemyNear(Var(50)),MoveType = A
Trigger3 = P2BodyDist X >= 120
Trigger3 = Random <= Var(59) * 50

;後転起き上がり
[State -1]
Type = ChangeState
Value = 5135
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = BackEdgeBodyDist > 60 || EnemyNear(Var(50)),BackEdgeBodyDist < 60
Trigger1 = StateNo = 5110
Trigger1 = Random >= 1000 - Var(59) * 60

;走り
[State -1, Run Fwd]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = StateNo != 100
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Var(51) = 0
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000) > 0
Trigger1 = Helper(20000),Var(3) = 0
Trigger1 = P2BodyDist X >= 120 + (EnemyNear(Var(50)),Vel X * 8)
Trigger1 = Random >= 1000 - Var(59) * (10 - ((EnemyNear(Var(50)),StateType = L) * 5))
Trigger2 = !InGuardDist
Trigger2 = !EnemyNear(Var(50)),Ctrl
Trigger2 = EnemyNear(Var(50)),StateType != L
Trigger2 = EnemyNear(Var(50)),MoveType = I
Trigger2 = EnemyNear(Var(50)),Time >= Floor(50 - Var(59))
Trigger2 = P2BodyDist X >= 100
Trigger2 = Random >= 1000 - Var(59) * 20
Trigger3 = NumHelper(20000) > 0
Trigger3 = Helper(20000),Var(3) = 0
Trigger3 = (EnemyNear(Var(50)),StateNo = [120,159]) || (EnemyNear(Var(50)),PrevStateNo = [120,159])
Trigger3 = P2BodyDist X = [60,130]
Trigger3 = Random >= 1000 - Var(59) * 10

;後ろ飛退き
[State -1, Run Back]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = StateNo != 100
TriggerAll = EnemyNear(Var(50)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 50
TriggerAll = Var(51) = 0
TriggerAll = NumHelper(20000) > 0
TriggerAll = Helper(20000),Var(3) = 0
Trigger1 = EnemyNear(Var(50)),StateType = L
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random >= 1000 - Var(59) * 25
Trigger2 = EnemyNear(Var(50)),MoveType != A
Trigger2 = P2BodyDist X = [75,150]
Trigger2 = Random >= 1000 - Var(59) * 2
Trigger3 = EnemyNear(Var(50)),MoveType = A
Trigger3 = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
Trigger3 = P2BodyDist X = [60,100]
Trigger3 = P2BodyDist Y = [-100,0]
Trigger3 = Random >= 1000 - Var(59) * 2
Trigger4 = EnemyNear(Var(50)),MoveType = A
Trigger4 = EnemyNear(Var(50)),Vel X < 3
Trigger4 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger4 = EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT
Trigger4 = EnemyNear(Var(50)),Time >= Ceil(60 * (1 / Var(59)))
Trigger4 = Random >= 1000 - Var(59) * 25

;ジャンプ
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || StateNo = 100
Trigger1 = Var(51) = 0
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = EnemyNear(Var(50)),HitDefAttr = SCA, AT
Trigger1 = EnemyNear(Var(50)),Time >= 30 || (!Time && Var(59) >= 7) || Var(59) >= 9
Trigger1 = EnemyNear(Var(50)),Time >= 50 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || Var(59) >= 10
Trigger1 = Random <= Var(59) * 30
Trigger2 = !(Var(51) = 1 && Var(51) = 2 && Var(51) = 4)
Trigger2 = P2BodyDist X <= 120
Trigger2 = EnemyNear(Var(50)),StateNo = 5110
Trigger2 = EnemyNear(Var(50)),Time = [0,15]
Trigger2 = Random <= Var(59) * 50
Trigger3 = Var(51) = 0
Trigger3 = P2BodyDist X = [-5,75]
Trigger3 = EnemyNear(Var(50)),StateNo = 5120
Trigger3 = EnemyNear(Var(50)),AnimTime = [-15,-5]
Trigger3 = Random <= Var(59) * 20
Trigger4 = EnemyNear(Var(50)),StateType != L
Trigger4 = EnemyNear(Var(50)),StateNo != [120,159]
Trigger4 = !InGuardDist
Trigger4 = PrevStateNo != 5120
Trigger4 = P2BodyDist X = [100,160]
Trigger4 = Random <= Var(59) * 10
Trigger5 = Var(51) = 0
Trigger5 = !InGuardDist
Trigger5 = StateNo = 100 && Time >= 5
Trigger5 = P2BodyDist X - (Vel X * 8) - (EnemyNear(Var(50)),Vel X * 8) = [75,150]
Trigger5 = Random <= Var(59) * 2

;ジャンプ（後退のみ）
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 101
Trigger1 = EnemyNear(Var(50)),MoveType = A
Trigger1 = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
Trigger1 = P2BodyDist X >= 75
Trigger1 = Random <= Var(59) * 5

;弾き 立ち
[State -1]
Type = ChangeState
Value = 8100
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo != [8100,8129]
TriggerAll = PrevStateNo != [8100,8129]
TriggerAll = NumHelper(20000) > 0
TriggerAll = Helper(20000),Var(3) != [2,3]
TriggerAll = Helper(20000),Var(16) = 0
TriggerAll = EnemyNear(Var(50)),Vel Y >= 0
TriggerAll = P2BodyDist X = [-25,60 + (EnemyNear(Var(50)),Vel X * 6)]
TriggerAll = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(50)),Vel Y * 6) = [-70,70]
TriggerAll = IfElse(EnemyNear(Var(50)),StateType = A, EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 6) < -20, 1)
TriggerAll = Ctrl
TriggerAll = Random <= Var(59) * 2
Trigger1 = InGuardDist
Trigger1 = EnemyNear(Var(50)),MoveType = A
Trigger1 = EnemyNear(Var(50)),StateTime > 20
Trigger1 = EnemyNear(Var(50)),AnimTime <= -8
Trigger2 = EnemyNear(Var(50)),Ctrl
Trigger3 = EnemyNear(Var(50)),PrevStateNo = 5120

;弾き 立ち
[State -1]
Type = ChangeState
Value = 8100
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = Enemy,NumProj = 0
TriggerAll = StateNo != [8100,8129]
TriggerAll = PrevStateNo != [8100,8129]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl || StateNo = 100
Trigger1 = NumHelper(20000) > 0
Trigger1 = Helper(20000),Var(3) != [2,3]
Trigger1 = Helper(20000),Var(16) = 0
Trigger1 = P2BodyDist X = [-25,60 - (Var(59) * 3) + (EnemyNear(Var(50)),Vel X * 6)]
Trigger1 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(50)),Vel Y * 6) = [-70,70]
Trigger1 = Random <= Var(59) * 20

;弾き しゃがみ
[State -1]
Type = ChangeState
Value = 8110
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = Enemy,NumProj = 0
TriggerAll = StateNo != [8100,8129]
TriggerAll = PrevStateNo != [8100,8129]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl || StateNo = 100
Trigger1 = NumHelper(20000) > 0
Trigger1 = Helper(20000),Var(3) != [2,3]
Trigger1 = Helper(20000),Var(16) = 0
Trigger1 = P2BodyDist X = [-25,60 - (Var(59) * 3) + (EnemyNear(Var(50)),Vel X * 4)]
Trigger1 = P2BodyDist Y = [-60,60]
Trigger1 = Random <= Var(59) * 20

;弾き 空中
[State -1]
Type = ChangeState
Value = 8120
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [8100,8129]
TriggerAll = PrevStateNo != [8100,8129]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl
Trigger1 = NumHelper(20000) > 0
Trigger1 = Helper(20000),Var(3) != [2,3]
Trigger1 = Helper(20000),Var(16) = 0
Trigger1 = P2BodyDist X = [-25,55 - (Var(59) * 3) + (EnemyNear(Var(50)),Vel X * 4)]
Trigger1 = P2BodyDist Y - (Vel Y * 4) + (EnemyNear(Var(50)),Vel Y * 4) = [-70,70]
Trigger1 = Random <= Var(59) * 30

;===========================================================================
;流影刃ループ

;流影刃
[State -1]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 80
Trigger1 = Ctrl
Trigger1 = StateNo = 8101 || StateNo = 8111 || PrevStateNo = 8101 || PrevStateNo = 8111
Trigger1 = P2BodyDist X < 40 + ((EnemyNear(Var(50)),BackEdgeBodyDist < 20) * 20)

;流影刃
[State -1]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(50)),BackEdgeBodyDist < 30
TriggerAll = Random >= 1000 - Var(59) * 75
Trigger1 = Var(58) = [1,2]
Trigger1 = MoveHit
Trigger1 = StateNo = 225
Trigger1 = P2BodyDist X = [-25,60]
Trigger2 = Var(58) = [1,2]
Trigger2 = Var(51) = 1 || Var(51) = 2 || Var(51) = 3
Trigger2 = P2BodyDist X = [-25,45]
Trigger2 = MoveHit
Trigger2 = StateNo = 200
Trigger3 = P2BodyDist X = [-25,40]
Trigger3 = MoveHit
Trigger3 = StateNo = 210

;===========================================================================
;屈みC(×1〜3) → 立ち6C → (影法師)断ち骨破 → 骸縫い(B)

;屈弱蹴
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,50 + (Vel X * 2) + (EnemyNear(Var(50)),Vel X * 3)]
Trigger1 = Random <= Var(59) * (70 + ((Var(54) = 4) * 30))

;立弱斬
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != C
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = Ctrl
Trigger1 = FrontEdgeBodyDist <= 120 || EnemyNear(Var(50)),BackEdgeBodyDist <= 60
Trigger1 = P2BodyDist X = [51,75];> 50
Trigger1 = EnemyNear(Var(50)),StateNo != [226,228]
Trigger1 = Random >= 1000 - Var(59) * (75 + ((Var(54) = 4) * 25))

;蹴り飛ばし
[State -1, Standing Strong Kick]
Type = ChangeState
Value = 225
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [51,90];> 50
Trigger1 = EnemyNear(Var(50)),StateNo != [226,228]
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;気孔砲
[State -1]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 1
Trigger1 = Var(54) = 0
Trigger1 = Var(14) = 0
Trigger1 = MoveHit
Trigger1 = StateNo = 200
Trigger1 = Random <= Var(59) * 20

;影法師
[State -1]
Type = ChangeState
Value = 1070
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 1
TriggerAll = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))
Trigger1 = Var(58) = [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 225
Trigger2 = Var(58) != [1,2]
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),StateNo = [226,228]
Trigger3 = MoveHit
Trigger3 = StateNo = 200

;走り
[State -1, Run Fwd]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = Ctrl
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(50)),StateType = L
Trigger1 = P2BodyDist X >= 160
Trigger1 = Random <= Var(59) * 100

;ジャンプ
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1 || EnemyNear(Var(50)),StateNo = 1013
Trigger1 = Ctrl || StateNo = 100
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(50)),StateType = L
Trigger1 = P2BodyDist X <= 180
Trigger1 = Random <= Var(59) * 100

;骸縫いＡ
[State -1]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(50)),BackEdgeBodyDist <= 10
Trigger1 = Var(51) = 1 || EnemyNear(Var(50)),StateNo = 1013
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - P2BodyDist Y = [-25,40]
Trigger1 = P2BodyDist Y = [50,95]
Trigger1 = Random <= Var(59) * 100

;骸縫いＢ
[State -1]
Type = ChangeState
Value = 1410
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - P2BodyDist Y = [35,120]
Trigger1 = P2BodyDist Y = [30,95]
Trigger1 = Random <= Var(59) * 100

;===========================================================================
;屈みC(×1〜2) → 立ちA → 気孔砲(2ヒット) → (昇華)断鋼刃 → 骸縫い(A)

;屈弱蹴
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl || StateNo = 101
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = Random <= Var(59) * (70 + ((Var(54) = 4) * 30))
Trigger2 = Var(59) = 10
Trigger2 = Var(58) != [1,2]
Trigger2 = StateNo = 3514 && AnimTime = 0
Trigger2 = Random > Var(59) * 50

;立弱斬
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateNo != 3055
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl
Trigger1 = P2BodyDist X > 30
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;気孔砲
[State -1]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = MoveContact
Trigger1 = StateNo = 200
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;ジャンプ
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl || StateNo = 100
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(50)),StateType = L
Trigger1 = Random <= Var(59) * 100

;骸縫いＡ
[State -1]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl
Trigger1 = P2BodyDist Y = [50,90]
Trigger1 = Random <= Var(59) * 100

;===========================================================================
;空中B → 立ち4A → 闇狩り

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 3
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;闇狩り
[State -1]
Type = ChangeState
Value = 3100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) != [3,4]
TriggerAll = Var(58) = 1 || Var(58) = 5
TriggerAll = Power >= 2000 || (Life <= LifeMax / 4 && Power >= 1000)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 3
Trigger1 = MoveContact
Trigger1 = StateNo = 205
Trigger1 = P2BodyDist X = [-5,18]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;闇狩り
[State -1]
Type = ChangeState
Value = 3100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) != [3,4]
TriggerAll = Var(58) = 2 || Var(58) = 6
TriggerAll = Power >= 3000 && (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 3
Trigger1 = MoveContact
Trigger1 = StateNo = 205
Trigger1 = P2BodyDist X = [-5,18]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;===========================================================================
;空中B → 立ちB → (影法師)霞斬り → 気孔砲 → (昇華)断鋼刃 → 骸縫い(A)

;立強斬
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateNo != 3055
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;影法師
[State -1]
Type = ChangeState
Value = 1070
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = MoveContact
Trigger1 = StateNo = 210
Trigger1 = Random <= Var(59) * (80 + ((Var(54) = 4) * 20))

;気孔砲
[State -1]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = Var(55) = 0
Trigger1 = Var(58) = 1 || Var(58) = 5
Trigger1 = MoveContact && (StateNo = 1080)
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;流影刃
[State -1]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = Var(55) = 1 || Var(58) = 2 || Var(58) = 6
Trigger1 = MoveContact && (StateNo = 1080)
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;===========================================================================
;空中B → 屈みC → 空中A → 天魔脚 → 天輪

;ジャンプ
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = Ctrl
Trigger1 = PrevStateNo = 430
Trigger1 = Random <= Var(59) * 100

;屈弱蹴
[State -1, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= Var(59) * (70 + ((Var(54) = 4) * 30))

;空弱斬
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-20,40]
Trigger1 = Random <= Var(59) * (70 + ((Var(54) = 4) * 30))

;天魔脚
[State -1]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = MoveContact
Trigger1 = StateNo = 600 || StateNo = 601
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;===========================================================================
;空中B → 立ち4A・A・A・B・B+C → 空中A・B・天魔脚

;ジャンプ
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Ctrl
Trigger1 = PrevStateNo = 260
Trigger1 = Random <= Var(59) * 100

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,40]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;立弱斬
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact && (StateNo = 205)
Trigger1 = Random <= Var(59) * 100

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = ChangeState
Value = 201
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact && (StateNo = 200)
Trigger1 = Random <= Var(59) * 100

;立強斬
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 201
Trigger1 = Random <= Var(59) * 100

;大斬り
[State -1]
Type = ChangeState
Value = 260
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 210
Trigger1 = Random <= Var(59) * (95 + ((Var(54) = 4) * 5))

;空弱斬
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-20,45]
Trigger1 = P2BodyDist Y = [-25,50]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;空強斬
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 600 || StateNo = 601
Trigger1 = Random <= Var(59) * (90 + ((Var(54) = 4) * 10))

;天魔脚
[State -1]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = MoveContact
Trigger1 = StateNo = 610
Trigger1 = Random <= Var(59) * (90 + ((Var(54) = 4) * 10))

;===========================================================================
;空中B → A・A・B 〜

;立弱斬
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateNo != [226,228]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = Var(58) != [1,2]
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= Var(59) * (80 + ((Var(54) = 4) * 20))
Trigger2 = Var(59) = 10
Trigger2 = Var(58) != [1,2]
Trigger2 = StateNo = 3514 && AnimTime = 0
Trigger2 = Random < Var(59) * 50

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = ChangeState
Value = 201
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact && (StateNo = 200)
Trigger1 = Random <= Var(59) * 100

;立強斬
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 201
Trigger1 = Random <= Var(59) * 100

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) = 1 || Var(58) = 3 || Var(58) = 5
TriggerAll = Power >= 1500 || (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = MoveContact
Trigger1 = StateNo = 210
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), Var(59) * 90, Var(59) * 50)

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) = 2 || Var(58) = 4 || Var(58) = 6
TriggerAll = Power >= 3000 || (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = MoveContact
Trigger1 = StateNo = 210
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), Var(59) * 90, Var(59) * 50)

;気孔砲
[State -1]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 7
TriggerAll = MoveContact
TriggerAll = StateNo = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= Var(59) * 30
Trigger2 = P2BodyDist X > 50
Trigger2 = Random <= Var(59) * 50

;朧斬り
[State -1]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = MoveContact
Trigger1 = StateNo = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random = [Var(59) * 35,Var(59) * 65]

;蹴り飛ばし
[State -1, Standing Strong Kick]
Type = ChangeState
Value = 225
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 7
TriggerAll = MoveContact
TriggerAll = StateNo = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random = [Var(59) * 70,Var(59) * 100]
Trigger2 = P2BodyDist X > 50
Trigger2 = Random >= 1000 - Var(59) * 50

;影法師
[State -1]
Type = ChangeState
Value = 1070
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = Var(58) != [1,2]
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateNo = [226,228]
Trigger1 = Random <= Var(59) * (75 + ((Var(54) = 4) * 25))

;===========================================================================
;空中B → 4A・A・A・B → (影法師)霞斬り 〜

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;立弱斬
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact && (StateNo = 205)
Trigger1 = Random <= Var(59) * 100

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = ChangeState
Value = 201
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact && (StateNo = 200)
Trigger1 = Random <= Var(59) * 100

;立強斬
[State -1, Stand Strong Punch]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 201
Trigger1 = Random <= Var(59) * 100

;影法師
[State -1]
Type = ChangeState
Value = 1070
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact
Trigger1 = StateNo = 210
Trigger1 = Random <= Var(59) * (80 + ((Var(54) = 4) * 20))

;流影刃
[State -1]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact && (StateNo = 1080)
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= Var(59) * (80 + ((Var(54) = 4) * 20))

;気孔砲
[State -1]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact && (StateNo = 1080)
Trigger1 = P2BodyDist X > 45
Trigger1 = Random <= Var(59) * (80 + ((Var(54) = 4) * 20))

;空弱斬
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-20,45]
Trigger1 = P2BodyDist Y = [-30,50]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;空強斬
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Ctrl
Trigger1 = P2BodyDist X >= 45
Trigger1 = P2BodyDist Y = [-40,50]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;空蹴
[State -1, Jump Kick]
Type = ChangeState
Value = 630
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 600 || StateNo = 601
Trigger1 = Random <= Var(59) * 100

;空中版天魔落とし
[State -1]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact 
Trigger1 = StateNo = 630
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;===========================================================================
;流影刃 or 打ち上げルート追い討ち

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) = 1 || Var(58) = 3 || Var(58) = 5
TriggerAll = Power >= 1500 || (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateNo = 3512
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), Var(59) * 90, Var(59) * 50)

;断鋼刃
[State -1]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) = 2 || Var(58) = 4 || Var(58) = 6
TriggerAll = Power >= 3000 || (Life <= LifeMax / 4)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateNo = 3512
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), Var(59) * 90, Var(59) * 50)

;ジャンプ
[State -1]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 9
TriggerAll = Ctrl
TriggerAll = Random <= Var(59) * 100
Trigger1 = EnemyNear(Var(50)),StateNo = [5000,5030]
Trigger1 = P2BodyDist X = [-10,65]
Trigger2 = EnemyNear(Var(50)),StateNo != [5000,5030]

;空弱斬
[State -1, Jump Light Punch]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Var(51) = 9
Trigger1 = Var(56) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = P2BodyDist X = [-20,55]
Trigger1 = P2BodyDist Y = [-25,50]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))
Trigger2 = Var(56) = 1 || Var(56) = 2
Trigger2 = P2BodyDist X = [-20,55]
Trigger2 = P2BodyDist Y = [-10,50]
Trigger2 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;空蹴
[State -1, Jump Kick]
Type = ChangeState
Value = 630
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = Var(56) = 0
Trigger1 = Var(58) != [1,2]
Trigger1 = MoveContact
Trigger1 = StateNo = 600 || StateNo = 601
Trigger1 = Random <= Var(59) * 100

;空強斬
[State -1, Jump Strong Punch]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = Var(56) = 0
Trigger1 = Var(58) = [1,2]
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) <= 50
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(50)),Vel Y * 10) = [-50,50]
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;空中版天魔落とし
[State -1]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 9
TriggerAll = P2BodyDist X = [-10,25]
Trigger1 = MoveContact
Trigger1 = StateNo = 610 || StateNo = 630
Trigger1 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))
Trigger2 = Var(56) = 1 || Var(56) = 2
Trigger2 = MoveContact
Trigger2 = StateNo = 601
Trigger2 = P2BodyDist Y <= -40
Trigger2 = Random <= Var(59) * (85 + ((Var(54) = 4) * 15))

;===========================================================================
; A.I. Moves - End
;===========================================================================
;走り
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後ろ飛退き
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;ジャンプ（後退のみ）
[State -1, Run Fwd]
type = ChangeState
value = 40
triggerall = !var(59)
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = stateno = 101

;---------------------------------------------------------------------------
;闇狩り
[State -1]
type = ChangeState
value = 3100
triggerall = !var(59)
triggerall = var(58) != [3,4]
triggerall = var(58) = 1 || var(58) = 5
triggerall = power >= 2000 || (life <= lifemax / 4 && power >= 1000)
triggerall = command = "yami"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = var(58) = [5,6]
trigger5 = stateno = 430
trigger5 = movecontact
trigger6 = var(58) = [1,2]
trigger6 = stateno = 225
trigger6 = movecontact

;闇狩り
[State -1]
type = ChangeState
value = 3100
triggerall = !var(59)
triggerall = var(58) != [3,4]
triggerall = var(58) = 2 || var(58) = 6
triggerall = power >= 3000 && (life <= lifemax / 4)
triggerall = command = "yami"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = var(58) = [5,6]
trigger5 = stateno = 430
trigger5 = movecontact
trigger6 = var(58) = [1,2]
trigger6 = stateno = 225
trigger6 = movecontact

;---------------------------------------------------------------------------
;前転起き上がり
[State -1]
type = ChangeState
triggerall = !var(59)
triggerall = command = "holdfwd"
trigger1 = (stateno = 5110) && (Time >= 25)
;trigger2 = (stateno = 5120) && (Time >= 25)
value = 5130

;後転起き上がり
[State -1]
type = ChangeState
triggerall = !var(59)
triggerall = command = "holdback"
trigger1 = (stateno = 5110) && (Time >= 25)
;trigger2 = (stateno = 5120) && (Time >= 25)
value = 5135

;---------------------------------------------------------------------------
;投げ
[State -1, Zantetsu Throw]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "nage" || (command = "c" && var(20) = 0) 
triggerall = statetype != A 
trigger1 = ctrl
trigger2 = (stateno = 100) || (stateno = 101)
trigger3 = command = "holdfwd" && ctrl

;---------------------------------------------------------------------------
; ガードキャンセル
[State -1]
type = ChangeState
value = 8140
triggerall = !var(59)
triggerall = command = "gc"
triggerall = stateno = [150,153]
triggerall = ctrl = 0
trigger1 = var(58) = 1 || var(58) = 3 || var(58) = 5
trigger1 = power >= 1000
trigger2 = var(58) = 2 || var(58) = 4 || var(58) = 6
trigger2 = power >= 3000

;---------------------------------------------------------------------------
;弾き 立ち
[State -1]
type = ChangeState
value = 8100
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S 
triggerall = stateno != 8101
trigger1 = ctrl || stateno = 100 || stateno = 101

;---------------------------------------------------------------------------
;弾き しゃがみ
[State -1]
type = ChangeState
value = 8110
triggerall = !var(59)
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = stateno != 8111
trigger1 = ctrl || stateno = 100 || stateno = 101

;---------------------------------------------------------------------------
;弾き 空中
[State -1]
type = ChangeState
value = 8120
triggerall = !var(59)
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;走り斬り
[State -1,rungiri]
type = ChangeState
value = 270
triggerall = !var(59)
triggerall = command = "x" || command = "y"
trigger1 = stateno = 100 && time >= 12
trigger2 = (stateno = 101) && (AnimElem = 2,<= 0)

;---------------------------------------------------------------------------
;走り蹴り
[State -1,runkeri]
type = ChangeState
value = 275
triggerall = !var(59)
triggerall = command = "holddown"
triggerall = command = "a" || command = "x" || command = "y"
trigger1 = stateno = 100 && time >= 12
trigger2 = (stateno = 101) && (AnimElem = 2,<= 0)

;---------------------------------------------------------------------------
;断鋼刃
[State -1]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = var(58) = 1 || var(58) = 3 || var(58) = 5
triggerall = power >= 1000 || (life <= lifemax / 4)
triggerall = command = "dango"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno = 430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;断鋼刃
[State -1]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = var(58) = 2 || var(58) = 4 || var(58) = 6
triggerall = power >= 3000 || (life <= lifemax / 4)
triggerall = command = "dango"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno = 430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
; 乱舞奥義_打上
[State -1]
type = ChangeState
value = 3500
triggerall = !var(59)
triggerall = var(58) != [1,2]
triggerall = var(58) = 3 || var(58) = 5
triggerall = power >= 2000 || ((life <= lifemax / 4) && power >= 1000)
triggerall = command = "ranbu_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410||stateno=430
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = movecontact && (stateno = 225)
trigger7 = (Stateno = 8101) || (Stateno = 8111)

; 乱舞奥義_打上
[State -1]
type = ChangeState
value = 3500
triggerall = !var(59)
triggerall = var(58) != [1,2]
triggerall = var(58) = 4 || var(58) = 6
triggerall = power >= 3000
triggerall = command = "ranbu_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410||stateno=430
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = movecontact && (stateno = 225)
trigger7 = (Stateno = 8101) || (Stateno = 8111)

;---------------------------------------------------------------------------
; 乱舞奥義_下段
[State -1]
type = ChangeState
value = 3520
triggerall = !var(59)
triggerall = var(58) != [1,2]
triggerall = var(58) = 3 || var(58) = 5
triggerall = power >= 2000 || ((life <= lifemax / 4) && power >= 1000)
triggerall = command = "ranbu_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410||stateno=430
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = movecontact && (stateno = 225)
trigger7 = (Stateno = 8101) || (Stateno = 8111)

; 乱舞奥義_下段
[State -1]
type = ChangeState
value = 3520
triggerall = !var(59)
triggerall = var(58) != [1,2]
triggerall = var(58) = 4 || var(58) = 6
triggerall = power >= 3000
triggerall = command = "ranbu_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410||stateno=430
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = movecontact && (stateno = 225)
trigger7 = (Stateno = 8101) || (Stateno = 8111)

;---------------------------------------------------------------------------
;流影刃
[State -1]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = command = "ryu"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno=430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
;気孔砲
[State -1]
type = ChangeState
value = 1010
triggerall = !var(59)
triggerall = command = "kikou"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno=430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
;朧斬り
[State -1]
type = ChangeState
value = 1020
triggerall = !var(59)
triggerall = command = "oboro"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno=430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
;朧斬り_止め
[State -1]
type = ChangeState
value = 1035
triggerall = !var(59)
triggerall = command = "oboro_f"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno=430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
;天魔脚
[State -1]
type = ChangeState
value = 1040
triggerall = !var(59)
triggerall = command = "down_z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=600||stateno=601||stateno=610||stateno=630

;---------------------------------------------------------------------------
;影法師
[State -1]
type = ChangeState
value = 1070
triggerall = !var(59)
triggerall = command = "kage"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = var(58) != [1,2]
trigger5 = stateno=430
trigger5 = movecontact
trigger6 = var(58) = [1,2]
trigger6 = stateno = 225
trigger6 = movecontact

;---------------------------------------------------------------------------
;天魔落とし
[State -1]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "tenma"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno=430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
;空中版天魔落とし
[State -1]
type = ChangeState
value = 1350
triggerall = !var(59)
triggerall = command = "tenma"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=600||stateno=601||stateno=610||stateno=630

;---------------------------------------------------------------------------
;骸縫いＡ
[State -1]
type = ChangeState
value = 1400
triggerall = !var(59)
triggerall = command = "ryu"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=600||stateno=601||stateno=610||stateno=630

;骸縫いＢ
[State -1]
type = ChangeState
value = 1410
triggerall = !var(59)
triggerall = command = "ryu2"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=600||stateno=601||stateno=610||stateno=630

;---------------------------------------------------------------------------
;水面隠れ
[State -1]
type = ChangeState
value = 1450
triggerall = !var(59)
triggerall = command = "suimen"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=400||stateno=405||stateno=410
trigger4 = stateno = 101
trigger5 = movecontact && (stateno = 1080)
trigger6 = var(58) != [1,2]
trigger6 = stateno=430
trigger6 = movecontact
trigger7 = var(58) = [1,2]
trigger7 = stateno = 225
trigger7 = movecontact

;---------------------------------------------------------------------------
;ガード不能斬り
[State -1]
type = ChangeState
value = 250
triggerall = !var(59)
triggerall = command = "oogiri" || (command = "z" && Var(20) = 0)
triggerall = var(58) = [1,2]
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 211
trigger2 = PrevStateNo = 215

;---------------------------------------------------------------------------
;大斬り
[State -1]
type = ChangeState
value = 260
triggerall = !var(59)
triggerall = command = "oogiri" || (command = "z" && Var(20) = 0)
triggerall = var(58) != [1,2]
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=230||stateno=270
trigger3 = movecontact 
trigger3 = stateno=410
trigger4 = stateno = 101

;---------------------------------------------------------------------------
;立弱斬←入れ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = !var(59)
triggerall = command = "4x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 101

;---------------------------------------------------------------------------
;立弱斬・連撃
[State -1, Stand Light Punch]
type = ChangeState
value = 201
triggerall = !var(59)
triggerall = command = "4x"
triggerall = command != "holddown" 
triggerall = movecontact && (stateno = 200)
trigger1 = var(58) != [1,2]
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;立弱斬
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = movecontact && (stateno = 205)
trigger3 = stateno = 101

;---------------------------------------------------------------------------
;立超強斬
[State -1]
type = ChangeState
value = 215
triggerall = !var(59)
triggerall = command = "6y" 
triggerall = command != "holddown"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = var(58) != [1,2]
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=270||stateno=410
trigger3 = stateno = 101

;---------------------------------------------------------------------------
;立強斬
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=270
trigger3 = var(58) != [1,2]
trigger3 = movecontact
trigger3 = stateno=400&&(prevstateno=200||prevstateno=205)
trigger4 = stateno = 101

;---------------------------------------------------------------------------
;蹴り飛ばし
[State -1, Standing Strong Kick]
type = ChangeState
value = 225
triggerall = !var(59)
triggerall = command = "6z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = movecontact 
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=270||stateno=410
trigger3 = stateno = 101

;---------------------------------------------------------------------------
;立弱蹴
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 101

;---------------------------------------------------------------------------
;追い討ち 
[State -1,oiuchi]
type = ChangeState
value = 300
triggerall = !var(59)
triggerall = command = "y"
triggerall = (command = "holdfwd") && (command = "holddown")
triggerall = statetype != A
trigger1 = p2StateType = L
trigger1 = p2stateno=5110||p2stateno=5111||p2stateno=310||p2stateno=311||p2stateno=1013
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;屈弱斬
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = movecontact
trigger2 = stateno=200||stateno=205
trigger3 = stateno = 101

;---------------------------------------------------------------------------
;屈弱斬+
[State -1]
type = ChangeState
value = 405
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = var(58) = [1,2]
trigger1 = movehit && (stateno = 400)
trigger2 = var(58) != [1,2]
trigger2 = movecontact && (stateno = 400)

;---------------------------------------------------------------------------
;屈強斬
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = movecontact
trigger2 = stateno=200||stateno=201||stateno=205||stateno=270
trigger3 = var(58) != [1,2]
trigger3 = movecontact
trigger3 = stateno=400&&(prevstateno=200||prevstateno=205)
trigger4 = stateno = 101

;---------------------------------------------------------------------------
;脚払
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = command = "3z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = movecontact
trigger2 = stateno=200||stateno=201||stateno=205||stateno=210||stateno=270||stateno=410

;---------------------------------------------------------------------------
;屈弱蹴
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 101

;---------------------------------------------------------------------------
;空弱斬
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x" || command = "x+z"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;空強斬
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = stateno=600||stateno=601
trigger2 = movecontact

;---------------------------------------------------------------------------
;空蹴
[State -1, Jump Kick]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "x+z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(58) != [1,2]
trigger2 = stateno=600||stateno=601
trigger2 = movecontact
