[statedef -3]

;Match Won Music
; Here are the tracks you can use
; 180,0 - EFZ - Air Win Music
; 180,1 - EFZ - Kanon Win Music
; 180,2 - EFZ - One Win Music
; 180,3 - EFZ - Moon Win Music
; 180,4 - Punch Out - Game Over Theme
; 180,5 - Punch Out - ChampionShip won Theme
; 180,6 - EMPTY: Add your own win theme here if oyu like. Same goes for 180,7
; and so on.
; If you want, you can add your own win music. Just set it into the 180 group
; and be sure to set this to the group 180 and whatever other number you
; assigned your song
[State CONFIG]
type = PlaySnd
trigger1 = stateno = 181
trigger1 = Time = 10 && !Fvar(11)
value = 180,4 ;Set this!
Volume = 99999

;Misuzu Movesets (For buttons A, B, And C)
; DEFAULT: Set to 0 to allow Normal Mode
; Set to 1 to allow Kanna Mode
; Set to 2 to allow Joke Mode
; Set to 3 to allow Offense Mode
[state CONFIG]
type = VarSet
trigger1 = 1
v = 59
value = 0 ;Set this!

;Misuzu Movesets (For buttons X, Y, And Z)
; NOTE: You will lose this Moveset in Sword or Shield Mode of Misuzu_M
; DEFAULT: Set to 0 to allow Normal Mode
; Set to 1 to allow Kanna Mode
; Set to 2 to allow Joke Mode
; Set to 3 to allow Offense Mode
[state CONFIG]
type = VarSet
trigger1 = 1
Fv = 22
value = 1 ;Set this!

;Combo System
; DEFAULT: Set to 0 for EFZ comboing
; Set to 1 for A customized combo system I made (BETA)
; UPDATE: Works with Kanna Buttons now! =D
[state CONFIG]
type = VarSet
trigger1 = 1
Fv = 13
value = 0 ;Set this!

;KO Style Win
; DEFAULT: Set to 0 for the Mugen Slow Motion KO
; Set to 1 for the screen to pause for a short moment, and awesome SFX
[state CONFIG]
type = Helper
trigger1 = 1 ;Set this!
trigger1 = Win
trigger1 = Numhelper(300) = 0 ;THIS IS SPARTA!!
helpertype = normal
name = "Pause KO"
ID = 300
stateno = 33000
pos = 99999,99999
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;Score Display
; DEFAULT: Set to 0 for no score display
; Set to 1 for Score Display
[State CONFIG]
type = Helper
trigger1 = 1 ;Set this!
trigger1 = Win
trigger1 = Numhelper(50) = 0
helpertype = Normal
name = "Money Earned"
id = 50
pos = 160,160
postype = Left
facing = 1
stateno = 90000
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
ignorehitpause = 1

;Sora/Yukito
; DEFAULT: Set to 1 to Enable Sora
; Set to 0 to fight without Sora
[state CONFIG]
type = VarSet
trigger1 = 1
var(56) = 1 ;Set this!

;Air Dash and Standing Dash
; DEFAULT: 0, Both Air Dashes and Standing Dashes
; Set to 1 to disable standing dashes
; Set to 2 to disable air dashes
; Set to 3 to disable both
[state CONFIG]
type = VarSet
trigger1 = 0
v = 54
value = 0 ;Set this!

;Number of Air Dashes
; DEFAULT: Set to 1
; You can set this number to determine how many airdashes you can do in the air
[state CONFIG]
type = VarSet
trigger1 = 1
fv = 5
value = 1 ;Set this!

;Number of Mid-Air jumps
; DEFAULT: Set to 1
; You can set this number to determine how many mid-air jumps you can do in the
; air
[state CONFIG]
type = VarSet
trigger1 = 1
v = 49
value = 1 ;Set this!

;Normal Dash
; DEFAULT: 0, Disable Normal Dash
; Set to 1 to make Misuzu able to do normal dashes instead of those weird,
; diagonal ones
[state CONFIG]
type = VarSet
trigger1 = 1
v = 58
value = 0 ;Set this!

;Recoil Guard
; DEFAULT: 0, Recoil Guard enabled
; Set to -1 to disable recoil guard
; Anything higher than 0 will determine how much health you heal from recoil
; guard, as well as how much power.
[State CONFIG]
type = VarSet
trigger1 = 1
v = 57
value = 0 ;Set this!

;Hyper Armor
; DEFAULT: 0, No hyper Armor
; Set to 1 for Hyper Armor. Allows you to still be grabbed
; Set to 2 for Hyper Armor. This one makes you ungrabbable
; Everything higher makes you take less and less damage
[State CONFIG]
type = VarSet
trigger1 = 1
v = 55
value = 0 ;Set this!

;Picture Book Trap limit
; Default: 1, you can only put that many on screen
; You can determine how many Picture book traps you can have on the screen with this
; NOTE: These numbers refer to the number of EACH version of the Picture Book
; traps you can have onscreen
[State CONFIG]
type = VarSet
trigger1 = 1
fv = 7
value = 1 ;Set this!

;Rich and Pulpy Trap limit
; Default: 1, you can only put that many on screen
; You can determine how many Rich and Pulpy traps you can have on the screen with this
; NOTE: These numbers refer to the number of EACH version of the Rich and Pulpy
; Traps you can have onscreen
[State CONFIG]
type = VarSet
trigger1 = 1
fv = 6
value = 1 ;Set this!

;Infinite Super Level
; Default: Set to 0, no infinite supers
; Anything above 0 will give Misuzu access to any super which has a level less
; than or equal to the number specified
; Set to -1 to make Misuzu unable to gain power AT ALL
[State CONFIG]
type = VarSet
trigger1 = 1
fv = 8
value = 0 ;Set this!

;Life Adding
; Default: Set to 0. Misuzu will not gain health
; Set to a negative number, and Misuzu will lose health
; Set to a positive number, and Misuzu will gain health
[state CONFIG]
type = Lifeadd
trigger1 = time%3 = 0
trigger1 = MoveType != H && Stateno != 5120
value = 0 ;Set this!
; Kill: Default: Set to 0, so if Misuzu's health reaches 1, it can't go any lower
Kill = 0 ;Set this!

;When can I use the Instant Knock Out?
; Default: Set to 0, only usable as a desperation (when low in health)
; Set to 1. Allows you to use it when you have 5 super bars
; NOTE: OHKO can only be used in Misizu_M Mode
; NOTE: 5 supers bars are required
[State CONFIG]
type = VarSet
trigger1 = 1
fv = 9
value = 0 ;Set this!

;???
; Default: Set to 0....
; Try experimenting with this one... Something odd might happen!
; Current Range : 0 - 4
[state CONFIG]
type = VarSet
trigger1 = 1
fv = 35
value = 0 ;Set this!

;TNTColonel: The option to enable/disable airblocking (KoF players will love you for this)
; Markyjoe1990: Hehehee... That's almost TOO easy
[State CONFIG]
type = AssertSpecial
trigger1 = 0 ; set to 1 to disable Standing guard
flag = nostandguard

[State CONFIG]
type = AssertSpecial
trigger1 = 0 ; set to 1 to disable Crouching guard
flag = nocrouchguard

[State CONFIG]
type = AssertSpecial
trigger1 = 0 ; set to 1 to disable Aerial guard
flag = noairguard

;AI (Artificial Intelligence)

;______________________
;______A_______I_______
;_____A_A______________
;____A___A_____I_______
;___AAAAAAA____I_______
;__A_______A___I_______
;_A_________A__I_______
;______________________
;UNDER CONSTRUCTION

;NOTE, The AI has various levels you can set it to. Here is the list
; Var(44):1 = Normal AI (Will be built for Team matches and customization over just fighting)
; Var(44):2 = Misuzu_K Styled AI              Not to be completed
; Var(44):3 = Lunatic Misuzu (WARNING: CHEAP)

[State AI]
Type = Varset
Trigger1 = Command = "AI1"
Trigger2 = Command = "AI2"
Trigger3 = Command = "AI3"
Trigger4 = Command = "AI4"
Trigger5 = Command = "AI5"
V = 44
value = 0 ;Set this!

;DO NOT SET ANYTHING PAST THIS
;_____________________
[state -3]
type = assertspecial
trigger1 = var(44) = 7
flag = nowalk

[state -3]
type = assertspecial
trigger1 = var(44) = 3 && Var(45) = 3
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
;_______UNIVERSAL AI STUFF__________
[state -3]
type = changestate
value = 130
triggerall = Var(44) && Var(44) != 3
triggerall = (stateno != [120,122])
triggerall = stateno != 150 && stateno != 152 || stateno = 151 || stateno = 153
triggerall = Statetype != A
triggerall = movetype = I
triggerall = P2StateType != C || P2Statetype = A
trigger1 = p2movetype = A
trigger1 = inguarddist || (p2dist x = [-50,50])
trigger2 = numproj > 0
trigger3 = helper(13000),stateno = 13001
ignorehitpause = 1

[state -3]
type = changestate
value = 131
triggerall = Var(44) && Var(44) != 3
triggerall = (stateno != [120,122])
triggerall = stateno != 150 && stateno != 152 || stateno = 151 || stateno = 153
triggerall = Statetype != A
triggerall = movetype = I
triggerall = P2StateType = C
trigger1 = p2movetype = A
trigger1 = inguarddist || (p2dist x = [-50,50])
trigger2 = numproj > 0
trigger3 = helper(13000),stateno = 13001
ignorehitpause = 1

[State -3, Helper]
type = Helper
trigger1 = var(44) && Var(44) != 3
trigger1 = numhelper(13000) = 0
helpertype = normal
name = "Guard Detector"
ID = 13000
stateno = 13000
pos = -55,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State -3, Helper]
type = Helper
trigger1 = var(44) && Var(44) != 3
trigger1 = numhelper(13002) = 0
helpertype = normal
name = "Guard Detector"
ID = 13002
stateno = 13002
pos = 55,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1
;_______AI NUMBER 1: Normal AI______
[State -3, Grab]
type = ChangeState
value = 800
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = P2Dist X = [0,40]
triggerall = random%8 = 0
trigger1 = statetype != A
trigger1 = ctrl

[State -3, Grab]
type = ChangeState
value = 850
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = P2Dist X = [0,40]
triggerall = P2Dist Y = [-40,40]
triggerall = random%13 = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -3, Light Punch]
type = ChangeState
value = 200
triggerall = (p2stateno != [5100,5120])
triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,41])
triggerall = (p2bodydist Y = [-67,0])
triggerall = stateno != 101
trigger1 = statetype = S
trigger1 = ctrl

[State -3, Medium Punch]
type = ChangeState
value = 210
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,27])
triggerall = (p2bodydist Y = [-67,0])
trigger1 = stateno = 200
trigger1 = movecontact

[State -3, Medium Pulp Juice]
type = ChangeState
value = 215
triggerall = (p2stateno != [5100,5120])
triggerall = power < 1000
Triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,92])
triggerall = (p2bodydist Y = [-67,0])
trigger1 = stateno = 210
trigger1 = movecontact

[State -3, Strong FlagPole]
type = ChangeState
value = 220
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,100])
triggerall = (p2bodydist Y = [-67,0])
triggerall = stateno != 101
trigger1 = stateno = 215 && power < 1000 || stateno = 210 && power >= 1000
trigger1 = movecontact

[State -3, Wings]
type = ChangeState
value = 1120
triggerall = (p2stateno != [5100,5120]) || Var(44) = 3 && Var(45) = 3
Triggerall = Var(44) = 1
triggerall = power < 1000
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,97])
triggerall = (p2bodydist Y = 0)
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
trigger1 = stateno = 220
trigger1 = movehit

[State -3, Wings]
type = ChangeState
value = 1100
Triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = power < 1000
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,97])
triggerall = (p2bodydist Y = 0)
trigger1 = stateno = 220
trigger1 = movehit

[State -3, Wings]
type = ChangeState
value = 1110
triggerall = (p2stateno != [5100,5120]) || Var(44) = 3 && Var(45) = 3
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [33,151])
triggerall = (p2bodydist Y = 0)
triggerall = random%5 = 0
triggerall = time = 14
trigger1 = stateno = 220
trigger1 = moveguarded

[State -3, Sora]
type = ChangeState
value = 1400
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = (p2bodydist Y = 0)
triggerall = random%4 = 0
triggerall = time = 14
triggerall = var(1) = 1
triggerall = var(36) = 0
trigger1 = stateno = 220
trigger1 = moveguarded

[State -3, Gao Gao Fire]
type = ChangeState
value = 3000
triggerall = (p2stateno != [5100,5120]) || Var(44) = 3 && Var(45) = 3
Triggerall = Var(44) = 1
triggerall = p2life > 300 || power < 2000
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = Power >= 1000
triggerall = (p2bodydist Y = 0)
triggerall = p2statetype = S
trigger1 = stateno = 220
trigger1 = movehit

[State -3, Gao Gao Fire]
type = ChangeState
value = 3001
triggerall = (p2stateno != [5100,5120]) || Var(44) = 3 && Var(45) = 3
Triggerall = Var(44) = 1
triggerall = p2life <= 300
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = Power >= 2000
triggerall = (p2bodydist Y = 0)
triggerall = p2statetype = S
trigger1 = stateno = 220
trigger1 = movehit

[State -3, Misuzu-chin's in a pinch!]
type = ChangeState
value = 3100
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = RoundState = 2
triggerall = inguarddist
triggerall = enemy,movereversed = 0
triggerall = enemy,time = random%12 + 4
triggerall = random%3 = 0
triggerall = p2movetype = A
triggerall = Power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H

[State -3, Picture Diary]
type = ChangeState
value = 1000
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = p2movetype != H
triggerall = RoundState = 2
triggerall = Var(1) = 0 && random%10 = 0 || p2bodydist x > 105 && random%40 = 0
triggerall = NumHelper(1010) < Fvar(7)
trigger1 = statetype = S
trigger1 = ctrl

[State -3, Picture Diary]
type = ChangeState
value = 1001
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = p2movetype != H
triggerall = RoundState = 2
triggerall = Var(1) = 0 && random%10 = 0 || p2bodydist x > 105 && random%40 = 0
triggerall = NumHelper(1020) < Fvar(7)
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Rich And Pulpy]
type = ChangeState
value = 1200
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = RoundState = 2
triggerall = p2movetype != H || P2bodydist y >= 0
triggerall = p2bodydist x > 105 && random%40 = 0
triggerall = NumHelper(1210) < fvar(6)
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Rich And Pulpy]
type = ChangeState
value = 1201
Triggerall = Var(44) = 1 || Var(44) = 2
triggerall = RoundState = 2
triggerall = p2movetype != H || P2bodydist y >= 0
triggerall = p2bodydist x > 105 && random%40 = 0
triggerall = NumHelper(1220) < fvar(6)
trigger1 = statetype = S
trigger1 = ctrl

[state -1, Walk Forward and Attack]
type = changestate
value = 30000
triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
trigger1 = roundstate = 2
trigger1 = random%100 = 0
trigger1 = statetype = S
trigger1 = ctrl

;_______Aerial Combos______
[State -1, Light Aerial Pony Tail]
type = ChangeState
value = 600
triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2bodydist y = [-45,62]
triggerall = statetype = A
trigger1 = ctrl

[State -1, Medium Aerial Kick]
type = ChangeState
value = 610
triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2bodydist y = [-45,62]
triggerall = statetype = A
trigger1 = stateno = 600
trigger1 = movehit

[State -1, Strong Aerial Pulp Juice]
type = ChangeState
value = 620
triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2bodydist y = [-45,62]
triggerall = statetype = A
trigger1 = stateno = 610
trigger1 = movehit

[State -1, Wings]
type = ChangeState
value = 1105
triggerall = Var(44) = 1 || Var(44) = 2 || Var(44) = 3 && Var(45) = 3
triggerall = RoundState = 2
triggerall = p2bodydist y = [-45,62]
trigger1 = stateno = 620
trigger1 = movehit

[state -1, Jump up and combo]
type = changestate
value = 40000
triggerall = Var(44) = 1 || Var(44) = 2
triggerall = roundstate = 2
triggerall = Var(45) = 1
triggerall = P2bodydist y = [-128,110]
;triggerall = Enemy, Vel Y > 0
trigger1 = statetype = S
trigger1 = ctrl
;________Misuzu_M AI______
[state -3, Burst]
type = changestate
value = 85300
Triggerall = Var(44) = 2
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = gethitvar(damage) = 0
triggerall = P2Movetype = A && enemy,movecontact = 0
triggerall = inguarddist
trigger1 = movetype = H
trigger1 = (stateno = [5000,5500])

[state -3]
type = powerset
Triggerall = Var(44) = 2
trigger1 = Stateno = 85300
trigger1 = animelem = 2
value = PowerMax

[state -3]
type = varset
Triggerall = Var(44) = 2
trigger1 = Stateno = 85300
trigger1 = animelem = 2
v = 36
value = 3

[state -3, Super Counter]
type = changestate
value = 85200
Triggerall = Var(44) = 2
triggerall = random%50 = 0
triggerall = (P2BodyDist X = [0,70])
trigger1 = stateno = 150
trigger2 = stateno = 152

[state -3, Super Reversal]
type = changestate
value = 85100
Triggerall = Var(44) = 2
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
triggerall = p2movetype = A
triggerall = random%50 = 0
triggerall = inguarddist
trigger1 = ctrl
trigger1 = statetype = S

[state -3, Super Dash]
type = changestate
value = 85000
Triggerall = Var(44) = 2
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
trigger1 = random%200 = 0
trigger1 = ctrl
trigger1 = statetype = S
trigger1 = p2dist y = 0
trigger2 = stateno = 220 && movehit
trigger2 = time = 14
trigger2 = random%20 = 0

[state -3, Bahamut]
type = changestate
value = 10000
Triggerall = Var(44) = 2
triggerall = power >= 5000
triggerall = p2stateno = 5656 && p2movetype = H
triggerall = (p2dist x = [-92,92])
triggerall = (p2dist y = [-147,-127])
trigger1 = statetype != A
trigger1 = ctrl

[State -3, Gao Gao Fire]
type = ChangeState
value = 3000
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 2
triggerall = power < 2000
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = Power >= 1000
triggerall = (p2bodydist Y = 0)
triggerall = p2statetype = S
trigger1 = stateno = 220
trigger1 = movehit

[State -3, Gao Gao Fire]
type = ChangeState
value = 3001
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 2
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = Power >= 2000 && power < 5000
triggerall = (p2bodydist Y = 0)
triggerall = p2statetype = S
trigger1 = stateno = 220
trigger1 = movehit

[State -3, Wings]
type = ChangeState
value = 1120
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 2
triggerall = RoundState = 2
triggerall = p2stateno != 52
triggerall = p2movetype != A
triggerall = (p2bodydist X = [-10,97])
triggerall = (p2bodydist Y = 0)
triggerall = var(8) = 1 || Var(7) >= 200
triggerall = var(7) >= 0
trigger1 = stateno = 220
trigger1 = movehit
;_________Misuzu_Col______
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = Var(44) = 3
trigger1 = Var(45) = 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State -1, Wings]
type = ChangeState
value = 1105
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
triggerall = RoundState = 2
triggerall = p2movetype = A
trigger1 = statetype = A
trigger1 = ctrl

[State -3, Grab]
type = ChangeState
value = 850
triggerall = (p2stateno != [5100,5120])
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
triggerall = RoundState = 2
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = P2Dist X = [0,40]
triggerall = P2Dist Y = [-40,40]
trigger1 = statetype = A
trigger1 = ctrl

[State -1, NotHitBy]
type = NotHitBy
trigger1 = var(44) = 3
trigger1 = Var(45) = 0
trigger1 = stateno = 1105
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[state -3, 3]
type = changestate
trigger1 = p2movetype != A
trigger1 = Var(44) = 3
trigger1 = Var(45) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = p2dist y < -30
value = 41

[State -3, Gao Gao Fire]
type = ChangeState
value = 3001
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
triggerall = RoundState = 2
triggerall = P2BodyDist Y = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = random%50 = 0

[State -3, Raging Heavens of Konohana]
type = ChangeState
value = 3400
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
triggerall = RoundState = 2
trigger1 = statetype = S
trigger1 = stateno = 85000
trigger1 = movehit

[State -3, NotHitBy]
type = NotHitBy
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
trigger1 = stateno = 3001
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[state -3, Super Dash]
type = changestate
value = 85000
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
triggerall = p2statetype != A
triggerall = ctrl
triggerall = statetype = S
triggerall = (P2StateNo != [5100,5120])
trigger1 = p2movetype != H
trigger1 = P2MoveType != A
trigger2 = p2movetype = A && random%30 = 0

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = Var(44) = 3
trigger1 = Var(45) = 0
trigger1 = stateno = 85000
flag = unguardable

[State -3, Misuzu-chin's in a Pinch!]
type = ChangeState
value = 310400
Triggerall = Var(44) = 3
triggerall = Var(45) = 0
triggerall = RoundState = 2
triggerall = life < 850
triggerall = p2movetype = A
triggerall = (p2dist x = [-100,100])
triggerall = (p2dist y = [-100,0])
trigger1 = statetype != A
trigger1 = ctrl

[state -3, 2]
type = Helper
trigger1 = Var(44) = 3
trigger1 = NumHelper(12300) = 0
Name = "Tension"
ID = 12300
stateno = 12300
pos = 99999,99999
helpertype = normal
movetime = 9999999
supertime = 9999999
pausemovetime = 9999999
supermovetime = 9999999

[state -3, 1]
type = Helper
trigger1 = Var(44) = 3
trigger1 = Life <= LifeMax*.5
trigger1 = NumHelper(12310) = 0
Name = "Pentagram"
ID = 12310
stateno = 12310
ownpal = 1
pos = 0,0
helpertype = normal
;___________

[state -1, Jump up and combo]
type = changestate
value = 40000
triggerall = Var(44) = 1 && Var(45) = 1 || Var(44) = 2 && Var(45) = 1 || Var(44) = 3 && Var(45) = 3
triggerall = roundstate = 2
triggerall = P2Dist Y = [-30,-120]
;triggerall = Enemy, Vel Y > 0
trigger1 = statetype = S
trigger1 = ctrl
;_______HOSHOHSOFS______
;_______ASNFSOJIFOSJF___
;_SADJHODHOIHOD_________
;_______AKOLDFJOPJSAPFD_

; Just to let you know, there was no meaning to that... XD
