;--------------------------------------------------------------------------------------------------------------
[Statedef -3]

[State -3, AIスイッチ]
Type = VarSet
TriggerAll = ((Var(59) = 0) && (RoundState != 3))
Trigger1 = Command = "AI_00" || Command = "AI_01" || Command = "AI_02" || Command = "AI_03" || Command = "AI_04"
Trigger2 = Command = "AI_05" || Command = "AI_06" || Command = "AI_07" || Command = "AI_08" || Command = "AI_09"
Trigger3 = Command = "AI_10" || Command = "AI_11" || Command = "AI_12" || Command = "AI_13" || Command = "AI_14"
Trigger4 = Command = "AI_15" || Command = "AI_16" || Command = "AI_17" || Command = "AI_18" || Command = "AI_19"
Trigger5 = Command = "AI_20" || Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24"
Trigger6 = Command = "AI_25" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28" || Command = "AI_29"
Trigger7 = Command = "AI_30" || Command = "AI_31" || Command = "AI_32" || Command = "AI_33" || Command = "AI_34"
Trigger8 = Command = "AI_35" || Command = "AI_36" || Command = "AI_37" || Command = "AI_38" || Command = "AI_39"
Trigger9 = Command = "AI_40" || Command = "AI_41" || Command = "AI_42" || Command = "AI_43" || Command = "AI_44"
Trigger10 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48" || Command = "AI_49"
Trigger11 = Command = "AI_50" || Command = "AI_51" || Command = "AI_52" || Command = "AI_53" || Command = "AI_54"
Trigger12 = NumHelper(40000) > 0 && RoundState=2
Trigger12 = Helper(40000),Var(1) = 1
;Trigger16 = 1
var(59) = 1 
IgnoreHitPause=1

[State -3,AIレベル配置]
Type = VarSet
Trigger1 = Var(59)>0
Trigger1 = NumHelper(4444)!=0
Trigger1 = Helper(4444),Var(59)>0
var(59)=Helper(4444),var(59)
IgnoreHitPause=1

[State -3,防御用ヘルパー]
Type = Helper
Trigger1 = NumHelper(4444)=0
Name = "Defense"
StateNo = 4444
PosType = P1
Pos = 0,0
facing = -1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 4444

[State -3, リバサ無敵付与]
Type = NotHitBy
TriggerAll = HitOver
Trigger1 = StateNo=151 || StateNo=153 || StateNo=155 || StateNo=5001 || StateNo=5011
Value = , NT,ST,HT
Time = 4

[State -3,勝利挑発]
Type = ChangeState
Value = 195
TriggerAll = Var(59)!=0
TriggerAll = RoundState=3
TriggerAll = Win=1
Trigger1 = StateType!=A
Trigger1 = Ctrl || Var(2)/100%10=5 && MoveType!=H
Trigger1 = PrevStateNo!=195

;--------------------------------------------------------------------------------------------------------------
;[Varセット]

;ラウンド終了後、AIスイッチOFF
[State -3]
Type = VarSet
TriggerAll = Var(59)=[1,11]
Trigger1 = Win=1
Trigger2 = Lose=1
Trigger3 = DrawGame=1
Trigger4 = RoundState=4
var(59)=-var(59)
IgnoreHitPause=1

;２ラウンド目開始後、AIスイッチON
[State -3]
Type = VarSet
Trigger1 = Var(59)=[-11,-1]
Trigger1 = RoundState=2
var(59)=-var(59)
IgnoreHitPause=1

[State -3, トリガーEnemyNearの判別切り替え用]
Type = VarSet
Trigger1 = NumEnemy=1
Trigger2 = NumEnemy=2
Trigger2 = EnemyNear,Life>0
var(57)=0
IgnoreHitPause=1
SuperMoveTime=9999
PauseMoveTime=9999

[State -3, トリガーEnemyNearの判別切り替え用]
Type = VarSet
Trigger1 = NumEnemy>1
Trigger1 = EnemyNear,Life=0
var(57)=1                                     
IgnoreHitPause=1
SuperMoveTime=9999
PauseMoveTime=9999

[State -3, ランダムvar]
Type = VarRandom
TriggerAll = Var(59)>0
TriggerAll = StateNo!=13300
Trigger1 = Time%4=0
Trigger2 = Time%60=1
Trigger2 = MoveType=I
Trigger3 = Time%10=1
Trigger3 = MoveType!=I
V=58
Range=0,99               
IgnoreHitPause=1
SuperMoveTime=9999
PauseMoveTime=9999


[State -3,LA(偽・夢幻抱擁)]
Type = ChangeState
Value = 3100
TriggerAll = Var(59)>0
TriggerAll = StateType!=A
TriggerAll = Var(13)=-1
TriggerAll = var(55)>=10
Trigger1 = StateNo=900 || StateNo=902

;--------------------------------------------------------------------------------------------------------------
;[逃げ]

[State -3,避け]
Type = ChangeState
Value = 750
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || Var(2)/100%10=3 && MoveType!=H || Var(2)/100%10=5 && MoveType!=H
Trigger1 = Helper(4444),Var(49)=1
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA
Trigger1 = !(Facing*EnemyNear(Var(57)),Facing!=-1 || P2Dist X<0)
Trigger2 = Helper(4444),Var(49)=1
Trigger2 = EnemyNear(Var(57)),StateNo=3001 || EnemyNear(Var(57)),StateNo=3051
Trigger2 = EnemyNear(Var(57)),time<=14
Trigger2 = P2BodyDist X=[-44,90]
Trigger3 = Helper(4444),Var(49)=2
Trigger3 = EnemyNear(Var(57)),time=[40,50]
Trigger4 = Helper(4444),Var(49)=4
Trigger4 = P2BodyDist X=[-44,40]
Trigger4 = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA

[State -3,ダッシュ]
Type = ChangeState
Value = 1400
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl
Trigger1 = Helper(4444),Var(49)=3
Trigger1 = EnemyNear(Var(57)),time=[74,84]
Trigger1 = BackEdgeBodyDist<=50
Trigger1 = PrevStateNo!=105

[State -3,バクステ]
Type = ChangeState
Value = 1450
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger1 = Helper(4444),Var(49)=3
Trigger1 = EnemyNear(Var(57)),time=[74,84]

;--------------------------------------------------------------------------------------------------------------
;[切り替えし]

[State -3,バクステ]
Type = ChangeState
Value = 1450
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = P2BodyDist X=[-5,90]
TriggerAll = EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT || (EnemyNear(Var(57)),StateNo=[200,649]) || EnemyNear(Var(57)),HitDefAttr=SCA,NA,SA,HA
TriggerAll = EnemyNear(Var(57)),Vel X<3
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = Random<=Var(59)*60||Var(59)>9
TriggerAll = (EnemyNear(Var(57)),StateNo=[200,699]) || EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT || EnemyNear(Var(57)),HitDefAttr=SCA,AT
TriggerAll = EnemyNear(Var(57)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10
TriggerAll = BackEdgeBodyDist>30
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
Trigger1 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>10
Trigger2 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger2 = (PrevStateNo=[120,159])

[State -3,リバサバクステ]
Type = VarSet
var(12) = 1450
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*10
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = P2BodyDist X=[-5,90]
TriggerAll = EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT || (EnemyNear(Var(57)),StateNo=[200,649]) || EnemyNear(Var(57)),HitDefAttr=SCA,NA,SA,HA
TriggerAll = EnemyNear(Var(57)),Vel X<3
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = Random<=Var(59)*60||Var(59)>9
TriggerAll = (EnemyNear(Var(57)),StateNo=[200,699]) || EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT || EnemyNear(Var(57)),HitDefAttr=SCA,AT
TriggerAll = EnemyNear(Var(57)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10
TriggerAll = BackEdgeBodyDist>30
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -3,強制開放]
Type = ChangeState
Value = 990
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40 || (Var(13)=1 && Power>=500)
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = ((P2BodyDist X=[-17,17]) && (P2BodyDist Y>=-50)) || P2BodyDist X>=200
TriggerAll = !(life>=500) || (Var(13)=1 && Power>=500)
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Var(13)=1 || (Power>=1000 && Var(13)=0 && Var(14)=0) 
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>10
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = Var(13)=1 && Power>=500

[State -3,リバサ強制開放]
Type = VarSet
var(12) = 990
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40 || (Var(13)=1 && Power>=500)
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = ((P2BodyDist X=[-17,17]) && (P2BodyDist Y>=-60)) || P2BodyDist X>=150
TriggerAll = !(life>=500) || (Var(13)=1 && Power>=500)
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Var(13)=1 || (Power>=1000 && Var(13)=0 && Var(14)=0) 
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -3,立ちシールド]
Type = ChangeState
Value = 900
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*44 || Var(13)=-1
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-40,60+(Var(13)=-1)*40]
TriggerAll = P2BodyDist Y=[-80,4]
TriggerAll = PrevStateNo!=[900,939]
TriggerAll = StateNo!=[900,939]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = S,NA,SA,HA || EnemyNear(Var(57)),HitDefAttr=A,NA
TriggerAll = Enemy,NumProj=0
TriggerAll = (EnemyNear(Var(57)),StateType=A && EnemyNear(Var(57)),Vel Y>=-1) || (EnemyNear(Var(57)),StateType!=A && EnemyNear(Var(57)),StateType=S) 
Trigger1 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)

[State -3,リバサ立ちシールド]
Type = VarSet
var(12) = 900
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*44 || Var(13)=-1
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-40,60+(Var(13)=-1)*40]
TriggerAll = P2BodyDist Y=[-80,4]
TriggerAll = PrevStateNo!=[900,939]
TriggerAll = StateNo!=[900,939]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = S,NA,SA,HA || EnemyNear(Var(57)),HitDefAttr=A,NA
TriggerAll = Enemy,NumProj=0
TriggerAll = (EnemyNear(Var(57)),StateType=A && EnemyNear(Var(57)),Vel Y>=-1) || (EnemyNear(Var(57)),StateType!=A && EnemyNear(Var(57)),StateType=S) 
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1
IgnoreHitPause=1

[State -3,しゃがみシールド]
Type = ChangeState
value = 910
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*44 || Var(13)=-1
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = P2BodyDist X=[-10,60+(Var(13)=-1)*40]
TriggerAll = PrevStateNo!=[900,939]
TriggerAll = StateNo!=[900,939]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = C,NA,SA,HA
TriggerAll = Enemy,NumProj=0
Trigger1 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)

[State -3,リバサしゃがみシールド]
Type = VarSet
var(12) = 910
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*44 || Var(13)=-1
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = P2BodyDist X=[-10,60+(Var(13)=-1)*40]
TriggerAll = PrevStateNo!=[900,939]
TriggerAll = StateNo!=[900,939]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = C,NA,SA,HA
TriggerAll = Enemy,NumProj=0
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1
IgnoreHitPause=1

[State -3,空中シールド]
Type = ChangeState
value = 920
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*44
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-2,50]
TriggerAll = PrevStateNo!=[900,939]
TriggerAll = StateNo!=[900,939]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SA,NA,SA,HA
TriggerAll = Ctrl || StateNo=[120,132]
Trigger1 = P2BodyDist Y=[-70,70]
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger2 = P2BodyDist Y=[0,90]
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = Vel Y>=-1
IgnoreHitPause=1

[State -3,AD(AAD)]
Type = ChangeState
Value = IfElse(Var(13)=-1,3050,3000)
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*50
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,90]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Var(13)=1 || Var(14)=1 || Var(13)=-1
TriggerAll = Ctrl || (Var(2)/100%10>=1 && MoveType!=H)
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>10
Trigger2 = (PrevStateNo=[120,159])

[State -3,リバサAD(AAD)]
Type = VarSet
var(12) = IfElse(Var(13)=-1,3050,3000)
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*50
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,90]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Var(13)=1 || Var(14)=1 || Var(13)=-1
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -3,EXスノウバレット]
Type = ChangeState
Value = 2500
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,50]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Var(58)=[0,69]
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(14)=1 || Var(13)=-1
TriggerAll = Ctrl || (Var(2)/100%10>=1 && MoveType!=H)
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>10
Trigger2 = (PrevStateNo=[120,159])

[State -3,リバサEXスノウバレット]
Type = VarSet
var(12) = 2500
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,50]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Var(58)=[0,69]
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(14)=1 || Var(13)=-1
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -3,EXロンド(改)]
Type = ChangeState
Value = 1410
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,70]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(14)=1 || Var(13)=-1
TriggerAll = Ctrl || (Var(2)/100%10>=1 && MoveType!=H)
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>10
Trigger2 = (PrevStateNo=[120,159])

[State -3,リバサEXロンド(改)]
Type = VarSet
var(12) = 1410
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,70]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(14)=1 || Var(13)=-1
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -3,リバサ避け]
Type = VarSet
var(12) = 750
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,60]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
Trigger1 = StateNo=5120
Trigger1 = Animtime>=-1

[State -3,シールドバンカー]
Type = ChangeState
Value = 930
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),HitDefAttr=SCA,NA,SA,HA
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(13)=-1 || Var(14)=1
TriggerAll = StateNo=[150,153]
TriggerAll = NumEnemy<=1
Trigger1 = MoveType=H
Trigger1 = Var(58)=[0,39]
Trigger1 = P2BodyDist X=[-5,60]

[State -3,サキスパ]
Type = ChangeState
Value = 950
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*4
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = StateType!=L
TriggerAll = MoveType=H
TriggerAll = Var(0)/100%10=0
TriggerAll = Var(13)=1
TriggerAll = NumEnemy<=1
Trigger1 = StateNo!=[150,153]
Trigger1 = P2BodyDist X=[-10,40]

;--------------------------------------------------------------------------------------------------------------
;[ガード]

[State -3,ガード始動]
Type = ChangeState
Value = 120
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*140
TriggerAll = RoundState=2
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
TriggerAll = StateNo!=[120,159]
TriggerAll = StateNo!=[920,923]
Trigger1 =! EnemyNear(Var(57)),HitDefAttr= ,NT,ST,HT && !(EnemyNear(Var(57)),StateType=C && StateType=A)
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = EnemyNear,NumHelper>0 && EnemyNear,NumProj>0
Trigger3 =! EnemyNear(Var(57)),HitDefAttr= ,NT,ST,HT
Trigger3 = P2BodyDist X=[-50,50]
Trigger3 = NumHelper(4444)>0
Trigger3 = Helper(4444),InguardDist
Trigger3 = Facing*EnemyNear(Var(57)),Facing!=-1 || P2Dist X<0
IgnoreHitPause=1

;--------------------------------------------------------------------------------------------------------------
;[起き攻め(地上)]

[State -3,ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*10
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H) || StateNo=101
TriggerAll = P2BodyDist X=[-14,80]
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-30,-26]

[State -3,バクステ]
Type = ChangeState
Value = 1450
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2BodyDist X=[-14,80]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(39)=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120

[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2BodyDist X=[-14,40]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(39)=1
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-4,-3]

[State -3,2B]
Type = ChangeState
Value = 410
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2BodyDist X=[40,100]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(39)=2
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-7,-5]

;--------------------------------------------------------------------------------------------------------------
;[起き攻め(空中)]

[State -3,J2C]
Type = ChangeState
Value = 620
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*9)<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))=[0,40]
Trigger2 = P2BodyDist X-(Vel X*10)<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))=[0,40]

[State -3,J2C発動]
Type = ChangeAnim
Value = 628
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = StateNo=620
TriggerAll = time<=1
Trigger1 = P2BodyDist X-(Vel X*9)<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))=[0,40]
Trigger2 = P2BodyDist X-(Vel X*10)<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))=[0,40]

;--------------------------------------------------------------------------------------------------------------
;[連携(地上)]

[State -3,ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = EnemyNear(Var(57)),Pos Y<0
Trigger1 = StateNo=220
Trigger1 = AnimElem=7,>0
Trigger1 = Var(2)/100=14 && MoveType!=H
Trigger2 = StateNo=210
Trigger2 = AnimElem=8,>0
Trigger2 = Var(2)/100=14 && MoveType!=H
Trigger3 = Ctrl
Trigger3 = StateNo=6355
Trigger4 = StateNo=220
Trigger4 = PrevStateNo=200
Trigger4 = Var(2)/100=14 && MoveType!=H

[State -3,EX氷]
Type = ChangeState
Value = 2100
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(13)=-1 || Var(14)=1
Trigger1 = StateNo=220
Trigger1 = PrevStateNo=200 || PrevStateNo=410 || PrevStateNo=420 || PrevStateNo=13300
Trigger1 = Var(2)/1000%10=1
Trigger1 = Var(2)/100%10>=1 && MoveType!=H
Trigger1 = NumHelper(4444)!=0
Trigger1 = Helper(4444),Var(40)!=2100

[State -3,A氷]
Type = ChangeState
Value = 1100
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
;置き攻め
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger1 = Ctrl
Trigger1 = StateNo=13300
Trigger1 = NumHelper(4444)!=0
Trigger1 = Helper(4444),Var(40)=2100
Trigger1 = Var(58)=[40,99]
Trigger1 = !(EnemyNear(Var(57)),Life<=EnemyNear(Var(57)),LifeMax/6)
Trigger2 = Ctrl
Trigger2 = StateNo=13300
Trigger2 = EnemyNear(Var(57)),StateNo=[120,159]

[State -3,A氷発動]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
Trigger1 = StateNo=1100
Trigger1 = Anim=11005
Trigger1 = AnimElemTime(3)<=6
Trigger1 = EnemyNear(Var(57)),StateNo=[120,159]
Value = 1100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,5A]
Type = ChangeState
Value = 200
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = !InGuardDist
Trigger1 = StateNo=410
Trigger1 = Var(2)/1000%10=2
Trigger1 = Var(2)/100%10>=3 && MoveType!=H && Var(20)%10=0
Trigger1 = Var(58)=[0,19]
Trigger2 = EnemyNear(Var(57)),MoveType=H
Trigger2 = !InGuardDist
Trigger2 = StateNo=420
Trigger2 = Var(2)/1000%10=2
Trigger2 = Var(2)/100%10>=3 && MoveType!=H && Var(20)%10=0
Trigger2 = Var(58)=[0,24]
Trigger3 = EnemyNear(Var(57)),MoveType=H
Trigger3 = !InGuardDist
Trigger3 = StateNo=210
Trigger3 = Var(2)/1000%10=2
Trigger3 = Var(2)/100%10>=3 && MoveType!=H && Var(20)%10=0
;拾い
Trigger4 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger4 = StateNo!=13300
Trigger4 = PrevStateNo!=13300
Trigger4 = EnemyNear(Var(57)),MoveType=H
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger4 = EnemyNear(Var(57)),Vel Y>=0
Trigger4 = P2Dist X>=0
Trigger4 = NumHelper(4444)!=0
Trigger4 = Helper(4444),Var(40)!=1 && Helper(4444),Var(40)!=930 && Helper(4444),Var(40)!=2100
Trigger4 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X<=20
Trigger4 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*4+(Helper(4444),fvar(14)*(4**2)/2.0))=[-34,14]
;シールド成功時
Trigger5 = Var(13)!=-1
Trigger5 = Var(2)/100%10>=3 && MoveType!=H && Var(21)%10=0
Trigger5 = StateNo=900
Trigger5 = EnemyNear(Var(57)),StateType=A
Trigger5 = EnemyNear(Var(57)),HitDefAttr=SCA,NA

[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
Trigger1 = !InGuardDist
Trigger1 = StateNo=52
Trigger1 = PrevStateNo=[600,620]
Trigger1 = time>=1
Trigger1 = P2BodyDist X<=30
Trigger2 = Var(13)!=-1
Trigger2 = Var(2)/100%10>=3 && MoveType!=H && Var(21)/10%10=0
Trigger2 = StateNo=900 || StateNo=910
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = EnemyNear(Var(57)),HitDefAttr=SCA,NA
Trigger2 = P2BodyDist X<=30

[State -3,2A(距離調整)]
Type = ChangeState
Value = 400
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = StateNo=400
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(41)!=400
TriggerAll = Var(2)/100%10=4 && MoveType!=H
TriggerAll = Var(2)/1000=2
TriggerAll = NumHelper(4444)!=0
TriggerAll = EnemyNear(Var(57)),GetHitVar(yvel)=0
TriggerAll = EnemyNear(Var(57)),GetHitVar(HitShakeTime) + EnemyNear(Var(57)),GetHitVar(HitTime)>=5-1
Trigger1 = EnemyNear(Var(57)),GetHitVar(HitShakeTime)>5
Trigger1 = Abs(P2BodyDist X)=[-4,34]
Trigger2 = (Abs(EnemyNear(Var(57)),Vel X)=Abs(EnemyNear(Var(57)),GetHitVar(xvel))) || EnemyNear(Var(57)),Vel X=0
Trigger2 = EnemyNear(Var(57)),GetHitVar(HitShakeTime)<=5
Trigger2 = Abs(P2BodyDist X+(Abs(EnemyNear(Var(57)),GetHitVar(xvel))*(1-Helper(4444),fvar(9)**(5-EnemyNear(Var(57)),GetHitVar(HitShakeTime)))/(1-Helper(4444),fvar(9)))*Helper(4444),var(44))=[-4,34]
Trigger3 = !((Abs(EnemyNear(Var(57)),Vel X)=Abs(EnemyNear(Var(57)),GetHitVar(xvel))) || EnemyNear(Var(57)),Vel X=0)
Trigger3 = EnemyNear(Var(57)),GetHitVar(HitShakeTime)<=5
Trigger3 = Abs(P2BodyDist X-((EnemyNear(Var(57)),Vel X)*(1-Helper(4444),fvar(9)**(5-EnemyNear(Var(57)),GetHitVar(HitShakeTime)))/(1-Helper(4444),fvar(9)))*Helper(4444),var(44))=[-4,34]

[State -3,2B]
Type = ChangeState
Value = 410
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = StateNo=200 || StateNo=400 || StateNo=410
Trigger1 = Var(2)/1000%10!=0
Trigger1 = Var(2)/100%10>=3 && MoveType!=H && Var(21)/10%10=0
Trigger2 = !InGuardDist
Trigger2 = StateNo=52
Trigger2 = PrevStateNo=[600,620]
Trigger2 = time>=1
Trigger2 = P2BodyDist X<=90
;シールド成功時
Trigger3 = Var(2)/100%10>=3 && MoveType!=H && Var(21)/10%10=0
Trigger3 = StateNo=900 || StateNo=910
Trigger3 = EnemyNear(Var(57)),StateType!=A
Trigger3 = EnemyNear(Var(57)),HitDefAttr=SCA,NA

[State -3,5B]
Type = ChangeState
Value = 210
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = 0;EnemyNear(Var(57)),StateType=A
Trigger1 = StateNo=220
Trigger1 = Var(2)/1000%10=1
Trigger1 = Var(2)/100%10>=3 && MoveType!=H && Var(21)%10=0
Trigger2 = !InGuardDist
Trigger2 = EnemyNear(Var(57)),MoveType=H
Trigger2 = StateNo=410
Trigger2 = Var(2)/1000%10=2
Trigger2 = Var(2)/100%10>=3 && MoveType!=H && Var(21)%10=0
Trigger2 = Var(58)=[20,39]
Trigger3 = !InGuardDist
Trigger3 = EnemyNear(Var(57)),MoveType=H
Trigger3 = StateNo=420
Trigger3 = Var(2)/1000%10=2
Trigger3 = Var(2)/100%10>=3 && MoveType!=H && Var(21)%10=0
Trigger3 = Var(58)=[25,49]
Trigger4 = !InGuardDist
Trigger4 = EnemyNear(Var(57)),MoveType=H
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = EnemyNear(Var(57)),Pos Y<0
Trigger4 = StateNo=410
Trigger4 = Var(2)/1000%10=1
Trigger4 = !(AnimElem=10,>0) || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0
Trigger4 = Var(2)/100%10>=3 && MoveType!=H && Var(21)%10=0

[State -3,5B発動]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
Trigger1 = StateNo=210
Trigger1 = Anim=216
Trigger1 = AnimElemTime(1)>=2
Trigger1 = AnimElemTime(1)<=10
Trigger1 = EnemyNear(Var(57)),StateType=A || EnemyNear(Var(57)),StateNo!=[120,159]
Value = 210
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,5C]
Type = ChangeState
Value = 220
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger1 = Ctrl
Trigger1 = StateNo=13300 || PrevStateNo=13300
;Trigger1 = NumHelper(4444)!=0
;Trigger1 = Helper(4444),Var(38)>=7
Trigger2 = Ctrl
Trigger2 = StateNo=13310
Trigger2 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger3 = EnemyNear(Var(57)),StateType=A
Trigger3 = StateNo=200
Trigger3 = Var(2)/1000%10=1
Trigger3 = Var(2)/100%10>=3 && MoveType!=H && Var(22)%10=0
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = StateNo=52
Trigger4 = PrevStateNo=[600,620]
Trigger4 = time>=1
Trigger4 = P2BodyDist X<60
Trigger4 = P2BodyDist Y>=-60
;Aスワン失敗時用コンボ
Trigger5 = StateNo=410
Trigger5 = Var(2)/1000%10=1
Trigger5 = AnimElem=10,>0
Trigger5 = Var(2)/100%10>=2 && MoveType!=H
Trigger5 = P2BodyDist X>44
Trigger5 = NumHelper(4444)!=0
Trigger5 = Helper(4444),Var(37)=-1
Trigger6 = StateNo=420
Trigger6 = Var(2)/1000%10=1
Trigger6 = Var(2)/100%10>=2 && MoveType!=H
Trigger6 = NumHelper(4444)!=0
Trigger6 = Helper(4444),Var(37)=-1
Trigger7 = StateNo=410
Trigger7 = Var(2)/1000%10=2
Trigger7 = Var(2)/100%10>=2 && MoveType!=H
Trigger7 = Var(58)=[60,79]
Trigger7 = EnemyNear(Var(57)),BackEdgeBodyDist>30
Trigger7 = NumHelper(4444)!=0
Trigger7 = Helper(4444),Var(37)=-1
Trigger8 = StateNo=420
Trigger8 = Var(2)/1000%10=2
Trigger8 = Var(2)/100%10>=2 && MoveType!=H
Trigger8 = Var(58)=[50,74]
Trigger8 = EnemyNear(Var(57)),BackEdgeBodyDist>30
Trigger8 = NumHelper(4444)!=0
Trigger8 = Helper(4444),Var(37)=-1

[State -3,5C発動]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
Trigger1 = StateNo=220
Trigger1 = Anim=226
Trigger1 = AnimElemTime(1)<=10
Value = 220
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,2C]
Type = ChangeState
Value = 420
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = StateNo=410
Trigger1 = Var(2)/1000%10=1
Trigger1 = AnimElem=10,>0
Trigger1 = Var(2)/100%10>=3 && MoveType!=H && Var(22)/10%10=0
Trigger1 = P2BodyDist X<=44
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = StateNo=220
Trigger2 = Var(2)/1000%10=1
Trigger2 = AnimElem=7,>0
Trigger2 = Var(2)/100%10>=3 && MoveType!=H && Var(22)/10%10=0
Trigger3 = StateNo=410
Trigger3 = Var(2)/1000%10=2
Trigger3 = Var(2)/100%10>=3 && MoveType!=H && Var(22)/10%10=0
Trigger3 = Var(58)=[40,59]
Trigger3 = P2BodyDist X<=110
;拾い
Trigger4 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger4 = StateNo!=13300
Trigger4 = PrevStateNo!=13300
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger4 = EnemyNear(Var(57)),Vel Y>=0
Trigger4 = P2Dist X>=0
Trigger4 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X<=34
Trigger4 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*10+(Helper(4444),fvar(14)*(10**2)/2.0))=[-44,14]

[State -3,2C発動]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = StateType!=A
Trigger1 = StateNo=420
Trigger1 = Anim=426
Trigger1 = AnimElemTime(1)<=10
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]
Value = 420
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,Aスワン]
Type = ChangeState
Value = 13300
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = PrevStateNo!=13300
Trigger1 = StateNo=410
Trigger1 = Var(2)/1000%10=1
Trigger1 = AnimElem=10,>0
Trigger1 = Var(2)/100%10>=2 && MoveType!=H
Trigger1 = P2BodyDist X>44
Trigger2 = StateNo=420
Trigger2 = Var(2)/1000%10=1
Trigger2 = Var(2)/100%10>=2 && MoveType!=H
Trigger3 = StateNo=410
Trigger3 = Var(2)/1000%10=2
Trigger3 = Var(2)/100%10>=2 && MoveType!=H
Trigger3 = Var(58)=[60,79]
Trigger3 = EnemyNear(Var(57)),BackEdgeBodyDist>30
Trigger4 = StateNo=420
Trigger4 = Var(2)/1000%10=2
Trigger4 = Var(2)/100%10>=2 && MoveType!=H
Trigger4 = Var(58)=[50,74]
Trigger4 = EnemyNear(Var(57)),BackEdgeBodyDist>30

[State -3,Aスワン発動]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = StateType!=A
TriggerAll = StateNo=13300
TriggerAll = Anim=13300
Trigger1 = time=8
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger2 = time=15
Value = 13310
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,Bスワン]
Type = ChangeState
Value = 13310
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = StateNo=410
Trigger1 = Var(2)/1000%10=2
Trigger1 = Var(2)/100%10>=2 && MoveType!=H
Trigger1 = Var(58)=[80,99]
Trigger2 = StateNo=420
Trigger2 = Var(2)/1000%10=2
Trigger2 = Var(2)/100%10>=2 && MoveType!=H
Trigger2 = Var(58)=[75,99]

[State -3,Bスワン発動(フェイント)]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = StateType!=A
TriggerAll = StateNo=13310
TriggerAll = Anim=13300
Trigger1 = 0;time=25
Trigger1 = Var(58)=[75,89]
Value = 13350
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,BEBスワン発動(中段)]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = StateType!=A
TriggerAll = StateNo=13310
TriggerAll = Anim=13300
Trigger1 = time=25
Value = 13340
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,安定解放？]
Type = ChangeState
Value = 990
TriggerAll = 0;Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = Var(2)/100%10>=3 && MoveType!=H
Trigger1 = (StateNo=410 && AnimElem=10,>0) || StateNo=420
Trigger1 = Var(13)=1 && Power>=700
Trigger1 = Var(2)/1000%10=1
Trigger1 = !(Life>=LifeMax/8)
Trigger1 = EnemyNear(Var(57)),Life>=100

;--------------------------------------------------------------------------------------------------------------
;[連携(空中)]

[State -3,空中ジャンプ]
Type = ChangeState
Value = 45
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = Var(11)%10=0
Trigger1 = StateNo=620
Trigger1 = Var(2)/1000%10=1
Trigger1 = Var(2)/100%10>=3 && MoveType!=H
Trigger2 = StateNo=610
Trigger2 = Var(22)/100!=0
Trigger2 = Var(2)/1000%10=1
Trigger2 = Var(2)/100%10>=3 && MoveType!=H

[State -3,JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = Ctrl
Trigger1 = NumHelper(4444)!=0
Trigger1 = Helper(4444),Var(39)!=0
Trigger2 = StateNo=600
Trigger2 = Var(2)/1000%10=1
Trigger2 = Var(2)/100%10>=3 && MoveType!=H && Var(21)/100=0
Trigger3 = EnemyNear(Var(57)),StateType!=A
Trigger3 = StateNo=620
Trigger3 = Anim=628
Trigger3 = Var(2)/100%10>=3 && MoveType!=H && Var(21)/100=0
Trigger3 = P2BodyDist Y>=Vel Y*7+(0.52*(7**2)/2.0)

[State -3,JC]
Type = ChangeState
Value = 620
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger1 = StateNo=610
Trigger1 = Var(2)/1000%10=1
Trigger1 = Var(2)/100%10>=3 && MoveType!=H && Var(22)/100=0

[State -3,JC発動]
Type = ChangeAnim
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
Trigger1 = StateNo=620
Trigger1 = Anim=626
Trigger1 = AnimElemTime(2)<=5
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]
Value = 620
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,空投げ]
Type = ChangeState
Value = 820
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = StateNo=620
Trigger1 = Var(2)/1000%10=1
Trigger1 = (Var(2)/100%10=3 || Var(2)/100%10=5 || Var(2)/100=14) && MoveType!=H

[State -3,空ダッシュ]
Type = ChangeState
Value = 110
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = MoveType!=H
TriggerAll = Var(11)/10%10=0
Trigger1 = EnemyNear(Var(57)),StateType!=L
Trigger1 = StateNo=610 || StateNo=620 || StateNo=630
Trigger1 = EnemyNear(Var(57)),BackEdgeBodyDist<=20 || P2BodyDist Y>=4.5*(6**2)/2.0 ||Pos Y=[-Abs(EnemyNear(Var(57)),Const(size.head.pos.y))+14,0]
Trigger1 = P2BodyDist Y>=(0.52*(6**2)/2.0)+10
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger1 = Var(2)/1000=2
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = Var(58)=[70,99]
Trigger2 = StateNo=830
Trigger2 = Ctrl
Trigger2 = Var(58)=[60,99]

[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = ((Var(2)/100%10=3) || (Var(2)/100%10=4 && (Var(2)%10=[1,9]))) && MoveType!=H
Trigger1 = StateNo=[610,620]
Trigger1 = Var(2)/1000%10=2
Trigger2 = StateNo=600
Trigger2 = Var(2)/1000=2
Trigger2 = NumHelper(4444)!=0
Trigger2 = Helper(4444),Var(40)!=600

;--------------------------------------------------------------------------------------------------------------
;[立ち回り(移動)]

[State -3,ダッシュ]
Type = ChangeState
Value = 1400
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = !(EnemyNear(Var(57)),StateType=L && P2BodyDist X<=60)
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Ctrl
Trigger1 = !InGuardDist 
Trigger1 = EnemyNear(Var(57)),MoveType=I || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || EnemyNear(Var(57)),StateNo=[120,159]
Trigger1 = Var(58)=[0,4]
Trigger1 = P2BodyDist X>70

[State -3,ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
Trigger1 = EnemyNear(Var(57)),MoveType=I || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || EnemyNear(Var(57)),StateNo=[120,159]
Trigger1 = Var(58)=[20,29]
Trigger2 = NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0
Trigger2 = P2BodyDist X<=90
;逃げ
Trigger3 = EnemyNear(Var(57)),MoveType!=H
Trigger3 = PrevStateNo=[120,159]
Trigger3 =! EnemyNear(Var(57)),Ctrl
Trigger3 = EnemyNear(Var(57)),Animtime<=-3
Trigger3 = Random<=Var(59)*20
Trigger3 = P2BodyDist X<=70

[State -3,ハイジャンプ]
Type = ChangeState
Value = 850
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = Var(11)%10=0
TriggerAll = StateNo!=[200,499]
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || EnemyNear(Var(57)),StateNo=[120,159]
Trigger1 = Var(58)=[60,69]
Trigger1 = P2BodyDist X>100

[State -3,２段ジャンプ]
Type = ChangeState
Value = 45
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || EnemyNear(Var(57)),StateNo=[120,159]
TriggerAll = Var(9)<=1
TriggerAll = Var(11)%10=0
TriggerAll = Pos Y>=-80
TriggerAll = Ctrl 
Trigger1 = Var(58)=[80,99]
Trigger2 = Random<=Var(59)*20
Trigger2 = P2BodyDist X<-20
Trigger2 = P2Dist X<0

[State -3,空ダッシュ(立ち回り)]
Type = ChangeState
Value = 110
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || EnemyNear(Var(57)),StateNo=[120,159]
TriggerAll = Var(11)/10%10=0
TriggerAll = Ctrl
Trigger1 = Var(58)=[0,29]
Trigger1 = Pos Y=[-70,-60]
Trigger1 = vel Y<0 
Trigger2 = Pos Y<-70
Trigger2 = Var(58)=[0,29]   
Trigger2 = P2BodyDist X>=4.5*(7**2)/2+10         

[State -3,空バックダッシュ]
Type = ChangeState
Value = 115
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || EnemyNear(Var(57)),StateNo=[120,159]
TriggerAll = Var(11)/10%10=0
TriggerAll = Ctrl
Trigger1 = Var(58)=[40,44]
Trigger1 = Pos Y=[-50,-40]
Trigger1 = vel Y<0 
Trigger2 = Pos Y<-50
Trigger2 = Var(58)=[40,44]   
Trigger3 = Var(58)=[0,39]  
Trigger3 = P2BodyDist X=[-40,-10]          

[State -3,歩き]
Type = ChangeState
Value = 19
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(46)=0
TriggerAll = Ctrl
TriggerAll = StateNo!=13300
TriggerAll = PrevStateNo!=13300
Trigger1 = EnemyNear(Var(57)),StateType=L
Trigger1 = EnemyNear(Var(57)),StateNo=[5110,5120]
Trigger1 = P2BodyDist X=[-10,60]
Trigger2 = Var(58)=[50,99]
Trigger3 = EnemyNear(Var(57)),MoveType=H
Trigger3 = Var(58)=[0,49]

;--------------------------------------------------------------------------------------------------------------
;[立ち回り(地上)]

[State -3,投げ]
Type = ChangeState
Value = 800
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = NumHelper(11000)=0
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210 
TriggerAll = EnemyNear(Var(57)),PrevStateNo!=5200
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-14,20]
Trigger1 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)

[State -3,EXコマ投げ]
Type = ChangeState
Value = 6350
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = NumHelper(11000)=0
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210 
TriggerAll = EnemyNear(Var(57)),PrevStateNo!=5200
TriggerAll = (Power>=1000 && Var(13)=0) || Var(13)=1 || Var(13)=-1 || Var(14)=1
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-14,20]
Trigger1 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)

[State -3,コマ投げ]
Type = ChangeState
Value = 6330
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = NumHelper(11000)=0
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210 
TriggerAll = EnemyNear(Var(57)),PrevStateNo!=5200
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-14,20]
Trigger1 = Ctrl || (Var(2)/100%10=5 && MoveType!=H)

[State -3,2A(技振り)]
Type = ChangeState
Value = 400
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = P2Dist X>=0
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X<=34
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H) || StateNo=[120,132]
Trigger1 = EnemyNear(Var(57)),MoveType!=A || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0
Trigger1 = !InGuardDist
Trigger2 = 0;EnemyNear(Var(57)),MoveType=A 
Trigger2 = EnemyNear(Var(57)),time>30
;隙付き
;Trigger3 = PrevStateNo=[120,159]
Trigger3 =! EnemyNear(Var(57)),Ctrl
Trigger3 = EnemyNear(Var(57)),AnimTime<=-5

[State -3,2B(技振り)]
Type = ChangeState
Value = 410
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = P2Dist X>=0
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[50,100]
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H) || StateNo=[120,132]
Trigger1 = EnemyNear(Var(57)),MoveType!=A || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0
Trigger1 = !InGuardDist
Trigger2 = 0;EnemyNear(Var(57)),MoveType=A 
Trigger2 = EnemyNear(Var(57)),time>30
;隙付き
Trigger3 = PrevStateNo=[120,159]
Trigger3 =! EnemyNear(Var(57)),Ctrl
Trigger3 = EnemyNear(Var(57)),AnimTime<=-10

[State -3,5A(対空)]
Type = ChangeState
Value = 200
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || (EnemyNear(Var(57)),MoveType=A && EnemyNear(Var(57)),HitDefAttr=SCA,NA) || (EnemyNear(Var(57)),MoveType=H && (EnemyNear(Var(57)),StateNo=[120,159]))
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210  
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = P2Dist X>=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
TriggerAll = StateNo!=13300
TriggerAll = PrevStateNo!=13300
Trigger1 = P2BodyDist X-IfElse(Vel X>0, IfElse(4<(Vel X/0.85),(Vel X*4-(0.85*(4**2)/2.0)),(Vel X**2)/(0.85*2)), 0)-(EnemyNear(Var(57)),Vel X*4+(Helper(4444),fvar(4)*(4**2)/2.0))<=14
Trigger1 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*4+(Helper(4444),fvar(14)*(4**2)/2.0))=[-40,-10]
Trigger2 = P2BodyDist X-IfElse(Vel X>0, IfElse(5<(Vel X/0.85),(Vel X*5-(0.85*(5**2)/2.0)),(Vel X**2)/(0.85*2)), 0)-(EnemyNear(Var(57)),Vel X*5+(Helper(4444),fvar(4)*(5**2)/2.0))<=14
Trigger2 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*5+(Helper(4444),fvar(14)*(5**2)/2.0))=[-40,-10]

[State -3,5B(対空)]
Type = ChangeState
Value = 210
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || (EnemyNear(Var(57)),MoveType=A && EnemyNear(Var(57)),HitDefAttr=SCA,NA) || (EnemyNear(Var(57)),MoveType=H && (EnemyNear(Var(57)),StateNo=[120,159]))
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210  
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = P2Dist X>=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
TriggerAll = StateNo!=13300
TriggerAll = PrevStateNo!=13300
Trigger1 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[14,84]
Trigger1 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*12+(Helper(4444),fvar(14)*(12**2)/2.0))=[-70,-30]
Trigger2 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[14,84]
Trigger2 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*13+(Helper(4444),fvar(14)*(13**2)/2.0))=[-70,-30]

[State -3,B氷]
Type = ChangeState
Value = 1150
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || (EnemyNear(Var(57)),MoveType=A && EnemyNear(Var(57)),HitDefAttr=SCA,NA) || (EnemyNear(Var(57)),MoveType=H && (EnemyNear(Var(57)),StateNo=[120,159]))
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210  
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Helper(4444),Var(48)!=2
TriggerAll = Helper(4444),Var(49)=0
TriggerAll = P2Dist X>=0
TriggerAll = Ctrl || (Var(2)/100%10=5 && MoveType!=H)
TriggerAll = StateNo!=13300
Trigger1 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[45,55]
Trigger1 = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y=[-100,-80]
Trigger2 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[85,95]
Trigger2 = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y=[-110,-90]

;--------------------------------------------------------------------------------------------------------------
;[立ち回り(空中)]

[State -3,空投げ]
Type = ChangeState
Value = 820
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*70
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-7,24]
TriggerAll = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y=[-90,20]
TriggerAll = Ctrl || (MoveType!=H && (Var(2)/100%10=3 || Var(2)/100%10=5 || Var(2)/100=14))
Trigger1 = !InGuardDist
;隙付き
Trigger2 = PrevStateNo=[120,159]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Animtime<=-2

[State -3,JA(相手地上立ち)]
Type = ChangeState
Value = 600
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=S
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(4444),fvar(4)*(6**2)/2.0))<=44
Trigger1 = P2BodyDist Y-(Vel Y*6+(0.52*(6**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-64]
Trigger2 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(4444),fvar(4)*(7**2)/2.0))<=44
Trigger2 = P2BodyDist Y-(Vel Y*7+(0.52*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-64]

[State -3,JA(相手地上しゃがみ)]
Type = ChangeState
Value = 600
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(4444),fvar(4)*(6**2)/2.0))<=44
Trigger1 = P2BodyDist Y-(Vel Y*6+(0.52*(6**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-64+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]
Trigger2 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(4444),fvar(4)*(7**2)/2.0))<=44
Trigger2 = P2BodyDist Y-(Vel Y*7+(0.52*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-64+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]

[State -3,JA(相手空中)]
Type = ChangeState
Value = 600
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(4444),fvar(4)*(6**2)/2.0))<=44
Trigger1 = P2BodyDist Y-(Vel Y*6+(0.52*(6**2)/2.0))+(EnemyNear(Var(57)),Vel Y*6+(Helper(4444),fvar(14)*(6**2)/2.0))=[-64,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-64]
Trigger2 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(4444),fvar(4)*(7**2)/2.0))<=44
Trigger2 = P2BodyDist Y-(Vel Y*7+(0.52*(7**2)/2.0))+(EnemyNear(Var(57)),Vel Y*7+(Helper(4444),fvar(14)*(7**2)/2.0))=[-64,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-64]

[State -3,JB(相手地上立ち)]
Type = ChangeState
Value = 610
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=S
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(4444),fvar(4)*(7**2)/2.0))<=44
Trigger1 = P2BodyDist Y-(Vel Y*7+(0.52*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-54]
Trigger2 = P2BodyDist X-(Vel X*8)-(EnemyNear(Var(57)),Vel X*8+(Helper(4444),fvar(4)*(8**2)/2.0))<=44
Trigger2 = P2BodyDist Y-(Vel Y*8+(0.52*(8**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-54]

[State -3,JB(相手地上しゃがみ)]
Type = ChangeState
Value = 610
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(4444),fvar(4)*(7**2)/2.0))<=44
Trigger1 = P2BodyDist Y-(Vel Y*7+(0.52*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-54+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]
Trigger2 = P2BodyDist X-(Vel X*8)-(EnemyNear(Var(57)),Vel X*8+(Helper(4444),fvar(4)*(8**2)/2.0))<=44
Trigger2 = P2BodyDist Y-(Vel Y*8+(0.52*(8**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-54+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]

[State -3,JB(相手空中)]
Type = ChangeState
Value = 610
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(4444),fvar(4)*(7**2)/2.0))<=44
Trigger1 = P2BodyDist Y-(Vel Y*7+(0.52*(7**2)/2.0))+(EnemyNear(Var(57)),Vel Y*7+(Helper(4444),fvar(14)*(7**2)/2.0))=[-64,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-54]
Trigger2 = P2BodyDist X-(Vel X*8)-(EnemyNear(Var(57)),Vel X*8+(Helper(4444),fvar(4)*(8**2)/2.0))<=44
Trigger2 = P2BodyDist Y-(Vel Y*8+(0.52*(8**2)/2.0))+(EnemyNear(Var(57)),Vel Y*8+(Helper(4444),fvar(14)*(8**2)/2.0))=[-64,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-54]

[State -3,J2C(相手地上立ち)]
Type = ChangeState
Value = 620
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=S
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*9)-(EnemyNear(Var(57)),Vel X*9+(Helper(4444),fvar(4)*(9**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(4444),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]

[State -3,J2C(相手地上立ち)発動]
Type = ChangeAnim
Value = 628
TriggerAll = Var(59)>0
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=S
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = StateNo=620
TriggerAll = time<=1
Trigger1 = P2BodyDist X-(Vel X*9)-(EnemyNear(Var(57)),Vel X*9+(Helper(4444),fvar(4)*(9**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(4444),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]

[State -3,J2C(相手地上しゃがみ)]
Type = ChangeState
Value = 620
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = Vel Y>=0 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*9)-(EnemyNear(Var(57)),Vel X*9+(Helper(4444),fvar(4)*(9**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(4444),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]

[State -3,J2C(相手地上しゃがみ)発動]
Type = ChangeAnim
Value = 628
TriggerAll = Var(59)>0
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = StateNo=620
TriggerAll = time<=1
Trigger1 = P2BodyDist X-(Vel X*9)-(EnemyNear(Var(57)),Vel X*9+(Helper(4444),fvar(4)*(9**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(4444),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,20,0)]

[State -3,J2C(相手空中)]
Type = ChangeState
Value = 620
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = NumHelper(4444)!=0
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-(Vel X*9)-(EnemyNear(Var(57)),Vel X*9+(Helper(4444),fvar(4)*(9**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))+(EnemyNear(Var(57)),Vel Y*9+(Helper(4444),fvar(14)*(9**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(4444),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))+(EnemyNear(Var(57)),Vel Y*10+(Helper(4444),fvar(14)*(10**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]

[State -3,J2C(相手空中)発動]
Type = ChangeAnim
Value = 628
TriggerAll = Var(59)>0
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumHelper(11000)!=0 || NumHelper(2505)!=0 || NumHelper(3006)!=0 || NumHelper(30065)!=0 || NumEnemy>1
TriggerAll = NumHelper(4444)!=0
TriggerAll = StateNo=620
TriggerAll = time<=1
Trigger1 = P2BodyDist X-(Vel X*9)-(EnemyNear(Var(57)),Vel X*9+(Helper(4444),fvar(4)*(9**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*9+(0.52*(9**2)/2.0))+(EnemyNear(Var(57)),Vel Y*9+(Helper(4444),fvar(14)*(9**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(4444),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.52*(10**2)/2.0))+(EnemyNear(Var(57)),Vel Y*10+(Helper(4444),fvar(14)*(10**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]

[State -3,JC(溜め)]
Type = ChangeState
Value = 620
TriggerAll = Var(59)>0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H || NumEnemy>1
TriggerAll = P2Dist X>=0 || EnemyNear(Var(57)),BackEdgeBodyDist<=20
TriggerAll = NumHelper(4444)!=0
TriggerAll = StateNo!=110
TriggerAll = Ctrl || (StateNo=600&&Var(2)/1000=0&&Var(2)/100%10>=3&&MoveType!=H)
Trigger1 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X>=110
Trigger1 = Pos Y<=-70
Trigger2 = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y<=-100

;--------------------------------------------------------------------------------------------------------------
;[シールドその他]

[State -3,立シールドカウンター] 
Type = ChangeState
Value = 905
TriggerAll = Var(59)>0
TriggerAll = MoveHit=2
Trigger1 = StateNo=900
Trigger1 = !(EnemyNear(Var(57)),HitDefAttr=SCA,NA)

[State -3,屈シールドカウンター] 
Type = ChangeState
Value = 915
TriggerAll = Var(59)>0
TriggerAll = MoveHit=2
Trigger1 = StateNo=910
Trigger1 = !(EnemyNear(Var(57)),HitDefAttr=SCA,NA)

[State -3,空中シールドカウンター] 
Type = ChangeState
Value = 925
TriggerAll = Var(59)>0
TriggerAll = MoveHit=2
Trigger1 = StateNo=920

[State -3,立ち持続シールド]
Type = ChangeState
Value = 902
TriggerAll = Var(59)>0
TriggerAll = StateType!=A
Trigger1 = StateNo=900
Trigger1 = !MoveHit
Trigger1 = time=5
IgnoreHitPause=1

[State -3,屈持続シールド]
Type = ChangeState
Value = 912
TriggerAll = Var(59)>0
TriggerAll = StateType!=A
Trigger1 = StateNo=910
Trigger1 = !MoveHit
Trigger1 = time=5
IgnoreHitPause=1



