;""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
;t[cW[X̃XC[chih̋Lqg܂B
;܉Eq傳̉hih̓Awi_̂ŁEEE
;""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
[Statedef 6300];A
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
poweradd = -3000
anim = 6300
sprpriority = 4

[State 6300, ]
type = hitdef
;trigger1 = GameTime % 8 = 0
trigger1 = TimeMod = 8,1
attr = S, SP
damage = 40,1
animtype = medium
hitflag = MAF
guardflag = MA
;sparkno = S6002
;guard.sparkno = S6011
sparkxy = -10, -55
hitsound = S6300,2
guardsound = S6300,3
pausetime = 0,4
ground.hittime = 25
ground.type = high
ground.slidetime = 25
ground.velocity = .2,-2;0
air.velocity = -.2,-2;-1.3
air.fall = 1
fall.recover = 0
fall=1
;air.juggle = 10
yaccel = .5
envshake.time = 20
envshake.freq = 10
envshake.ampl = -7
kill = 0

[State 6300, ]
type = VelSet
trigger1 = !time
y = -1

[State 6300, ]
type = PlaySnd
trigger1 = time = 0
value = 6300,0;I[

[State 6300, ]
type = Explod
trigger1 = time = 0
anim = 6311;GtFNg
postype = P1
pos = 0, -30
scale = 1,1
sprpriority = 5
ownpal = 1
ID = 6311
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 230
removeongethit = 1

[State 6300, ]
type = Explod
trigger1 = time = 0
anim = 6312;GtFNg
postype = P1
pos = 0, -60
scale = 1,1
sprpriority = 5
ownpal = 1
ID = 6312
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 230
removeongethit = 1

[State 6300, ]
type = EnvShake
trigger1 = time = 0
time = 100
freq = 120
ampl = 2

[State 6300, ]
type = PlaySnd
triggerall = PalNo != 12
triggerall = PalNo != 9
triggerall = !IsHelper(1)
triggerall = !IsHelper(2)
triggerall = !IsHelper(5)
triggerall = !IsHelper(6)
trigger1 = AnimElem = 1
value = 1900,7;0;{CX

[State 6300, ]
type = PlaySnd
triggerall = PalNo = 12 || PalNo = 9 || ishelper(1) || ishelper(2) || ishelper(5) || ishelper(6)
trigger1 = AnimElem = 1
value = 1004,11;{CX

[State 6300, flash]
type = PalFX
trigger1 = Time = 2
trigger2 = Time = 20
trigger3 = Time = 35
trigger4 = Time = 40
trigger5 = Time = 45
trigger6 = Time = 55
trigger7 = Time = 60
trigger8 = Time = 75
trigger9 = Time = 90
time = 3
add = 200,200,200

[State 6300, flash]
type = BGPalFX
trigger1 = Time = 8
trigger2 = Time = 25
trigger3 = Time = 30
trigger4 = Time = 50
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 80
trigger8 = Time = 85
trigger9 = Time = 95
time = 3
add = 120,0,0

[State 6300, Super]
type = SuperPause
trigger1 = AnimElem = 15
pos = 0,-50
sound = 20,0;KEZ
poweradd = 0
time = 140
movetime = 140
p2defmul = 1

[State 6300, wp[o]
type = Helper
trigger1 = AnimElem = 15
Persistent = 0
name = "cutin"  ;wp[̖O
stateno = 6000       ;wp[ŏɍsXe[g
ID = 6000           ;wp[̂hcio[
pos = -200,-250        ;wp[̏oʒu
postype = back         ;wp[̍ŏɏo鎲ʒȗiExplodpostypeƏ͓ʂႤj
keyctrl = 0          ;wp[Rg[\ǂi0=sE1=\j
ownpal = 0           ;wp[(PalFXȂǂ){̂̐FςɈꏏɕς邩ǂiExplodownpalƈꏏj
size.xscale = 0.7      ;wp[̉̃TCY
size.yscale = 0.7      ;wp[̏c̃TCY
supermovetime = 70
helpertype = normal  ;wp[̑FʃXN[̉e󂯂邩ۂ߂
                     ;iPlayer=eLEʊOɏoȂ@Normal=eEʊOɏoj

[State 6300, ]
type = Explod
trigger1 = animelem = 15
anim = 6315;I[
id = 6315
pos = 0,0
postype = P1
scale = 1,1
sprpriority = 10
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 1
removetime = 130
removeongethit = 1

[State 6300, Super]
type = EnvShake
trigger1 = animelem = 15
time = 140
freq = 120
ampl = 4

[State 6300, ]
type = PlaySnd
trigger1 = animelem = 15
value = 6300,1;I[Q

[State 6300, ]
type = VelSet
trigger1 = time = 40
y = 0

[State 6300, ]
type = ChangeAnim
trigger1 = Anim = 6300 && !AnimTime
value = 43;Wv
;elem = 2

[State 6300, ];UĂ
type = Gravity
trigger1 = Anim = 43

[State 6300, ]
type = VelSet
trigger1 = Pos Y >= 0 && Vel Y > 0
y = 0

[State 6300, ]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 6300, ]
type = ChangeState
trigger1 = Anim = 43 && pos Y = 0
value = 6301;ːi

;----------------------------------------------
;ːi
[Statedef 6301]
type    = S
movetype= A
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 6301

;[State 6301, ]
;type = varset
;trigger1 = time = 0
;var(11) = 0

;[State 6301,Awi_Ɍ߂]
;type = VarRandom
;trigger1 = time = 1
;v = 11
;range = 0,1

[State 6301, ]
type = Turn
trigger1 = p2Dist X < 0

[State 6301, ]
type = PosAdd
trigger1 = Time > 2
x = 6

[State 6301, ]
type = VelSet
trigger1 = Time = 3
x = 25

[State 6301, ]
type = VelAdd
trigger1 = Time > 3
x = .15

[State 6301, ]
type = AfterImage
trigger1 = Time = 0
time = 20
FrameGap = 2
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 6301, ]
type = hitdef
trigger1 = GameTime % 3 = 0
attr = S, HA; SP
damage = 0,0
animtype = light
hitflag = MAF
guardflag = MA
numhits = 0
sparkno = -1
;guard.sparkno = S6011
sparkxy = 0,-70
hitsound = -1
guardsound = S202, 0
pausetime = 0,5
ground.hittime = 15
ground.type = high
ground.slidetime = 5
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
kill = 0
guard.kill = 0

[State 6301, ]
type = ChangeState
trigger1 = movehit = 1
value = 6302;

[State 6301, ];A[}[
type = HitOverRide
trigger1 = Alive = 1
trigger1 = animtime != 0
time = 1
attr = SCA,NA,NP,SA,SP
slot = 0
stateno = 6309

[State 6301, ]
type = ChangeState
trigger1 = Animtime = 0
value = 3105

;----------------------------------------------
;
[Statedef 6302]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 6302

[State 6302, ]
type = AssertSpecial
trigger1 = time <= 400
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 6302, ]
type = NotHitBy 
trigger1 = movehit = 1
value = SCA, AA, AP
time = 146

[State 6302, ]
type = Velset
trigger1 = time > 0
x = 4

[State 6302, ]
type = width
trigger1 = 1
edge = 70,0

[State 6302, ]
type = TargetBind
Trigger1 = AnimElem = 1
pos =  70,0
time = 1

[State 6302, ]
type = hitdef
trigger1 = AnimElem = 1
attr = S, HA;SP
damage = 80,5
animtype = heavy
hitflag = MAF
snap = 70,0,0
;sparkno = S6002
;guard.sparkno = S6011
sparkxy = -15,-60
guardflag = MA
hitsound = 5,4
guardsound = 6, 0
pausetime = 60,59
ground.type = low
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 30
guard.hittime = 30
ground.velocity = -10.5,0
air.velocity = -5,-5
envshake.time = 20
envshake.ampl = 6
p2facing = 1
yaccel = 0.5
kill = 0
guard.kill = 0
fall.recover = 0

[State 6302, ]
type = hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = S, HA;SP
damage = 80,5
animtype = heavy
hitflag = MAF
snap = 70,0,0
;sparkno = S6002
;guard.sparkno = S6011
sparkxy = -13,-70
guardflag = MA
hitsound = 5,4
guardsound = 6, 0
pausetime = 60,59
ground.type = high
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 30
guard.hittime = 30
ground.velocity = -10.5,0
air.velocity = -5,-5
envshake.time = 20
envshake.ampl = 6
p2facing = 1
yaccel = 0.5
kill = 0
guard.kill = 0
fall.recover = 0

[State 6302, ]
type = hitdef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
attr = S, HA;SP
damage = 80,5
animtype = heavy
hitflag = MAF
snap = 70,0,0
;sparkno = S6002
;guard.sparkno = S6011
sparkxy = -8,-60
guardflag = MA
hitsound = 5,4
guardsound = 6, 0
pausetime = 60,59
ground.type = low
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 30
guard.hittime = 30
ground.velocity = -10,0
air.velocity = -5.5,-5
envshake.time = 20
envshake.ampl = 6
p2facing = 1
yaccel = 0.5
kill = 0
guard.kill = 0
fall.recover = 0

[State 6302, ]
type = PlaySnd
triggerall = PalNo != 12
triggerall = PalNo != 9
triggerall = !IsHelper(1)
triggerall = !IsHelper(2)
triggerall = !IsHelper(5)
triggerall = !IsHelper(6)
trigger1 = animelem = 1
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
value = 5, 3;{CX

[State 6302, ]
type = PlaySnd
triggerall = PalNo = 12 || PalNo = 9 || ishelper(1) || ishelper(2) || ishelper(5) || ishelper(6)
trigger1 = animelem = 1
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
value = 1000, 3;{CX

[State 6302, ]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
value = 6302, 0;JL[

[State 6302, ]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
value = 6303, 0;qbg

[State 6302, ]
type = Explod
trigger1 = animelem = 1
anim = 6320;wi
id = 6320
pos = -50,-50
postype = left
scale = 2,2
sprpriority = -2
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 360
IgnoreHitPause = 1
bindtime = -1
ownpal = 1

[State 6302, A]
type = Explod
;triggerall = var(11) = 0
trigger1 = animelem = 1
anim = 6321;Awi
id = 6321
pos = 36,0
postype = left
scale = 0.5,0.5
sprpriority = -1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 70
IgnoreHitPause = 1
bindtime = -1
ownpal = 1

[State 6302, A]
type = Explod
;triggerall = var(11) = 0
trigger1 = animelem = 5
anim = 6322;Awi
id = 6322
pos = 10,0
postype = left
scale = 0.5,0.5
sprpriority = -1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 70
IgnoreHitPause = 1
bindtime = -1
ownpal = 1

[State 6302, A]
type = Explod
;triggerall = var(11) = 0
trigger1 = animelem = 9
anim = 6323;Awi
id = 6323
pos = -20,-20
postype = left
scale = 0.6,0.6
sprpriority = -1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 70
IgnoreHitPause = 1
bindtime = -1
ownpal = 1

[State 6302, A]
type = Explod
;triggerall = var(11) = 0
trigger1 = animelem = 13
anim = 6324;Awi
id = 6324
pos = 0,13
postype = left
scale = 0.6,0.6
sprpriority = -1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 70
IgnoreHitPause = 1
bindtime = -1
ownpal = 1

[State 6302, A]
type = Explod
;triggerall = var(11) = 0
trigger1 = animelem = 17
anim = 6325;Awi
id = 6325
pos = -5,32
postype = left
scale = 0.55,0.55
sprpriority = -1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 70
IgnoreHitPause = 1
bindtime = -1
ownpal = 1


[State 6302, ]
type = TargetState
triggerall = AnimTime = 0
trigger1 = P2BodyDist X > 90
value = 5080

[State 6302, ]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2BodyDist X > 90
value = 0
ctrl = 1

[State 6302, ]
type = TargetState
triggerall = AnimTime = 0
trigger1 = P2BodyDist X < 90
value = 6307

[State 6302, ]
type = ChangeState
triggerall = AnimTime = 0
triggerall = Enemy,MoveType = H
trigger1 = P2BodyDist X < 90
value = 6303;͂
ctrl = 0

;----------------------------------------------
;͂
[Statedef 6303]
type    = A
movetype= A
physics = N
anim = 6303
poweradd = 0
sprpriority = 2

[State 6303, ]
type = BGPalfx
trigger1 = time = 0
add = -150, -150, -50
mul = -150, -150, -50
sinadd = 10, 10, 10
color = 0
time = 178

[state 6303, ]
type = hitadd
trigger1 = time = 0
value = 1

[State 6303, ]
type = Velset
trigger1 = time = 0
x = 0

[State 6303, ]
type = PlaySnd
trigger1 = Time = 0
value = 1, 1;͂

[State 6303, ]
type = TargetBind
trigger1 = time = 0
pos = 38, -120;33, -25

[State 6303, ]
type = PlaySnd
triggerall = PalNo != 12
triggerall = PalNo != 9
triggerall = !IsHelper(1)
triggerall = !IsHelper(2)
triggerall = !IsHelper(5)
triggerall = !IsHelper(6)
trigger1 = time = 40
value = 3000, 1;ӂ͂͂
channel = 5

[State 6303, ]
type = PlaySnd
triggerall = PalNo = 12 || PalNo = 9 || ishelper(1) || ishelper(2) || ishelper(5) || ishelper(6)
trigger1 = time = 40
value = 1004, 1;ӂ͂͂

[State 6303, ]
type = Explod
trigger1 = time = 120
anim = 6313;GtFNg
postype = P1
pos = 10, -55
scale = 1.5,1.5
sprpriority = 5
ownpal = 1
ID = 6313
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 58
removeongethit = 1

[State 6303, ]
type = Explod
trigger1 = time = 120
anim = 6314;GtFNg
postype = P1
pos = 25, -80
scale = 1.5,1.5
sprpriority = 5
ownpal = 1
ID = 6314
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
removetime = 58
removeongethit = 1

[State 6303, ]
type = PlaySnd
trigger1 = time = 120
value = 6304, 0;O

[State 6303, ]
type = PlaySnd
triggerall = PalNo != 12
triggerall = PalNo != 9
triggerall = !IsHelper(1)
triggerall = !IsHelper(2)
triggerall = !IsHelper(5)
triggerall = !IsHelper(6)
trigger1 = time = 120
value = 440, 0
channel = 5

[State 6303, ]
type = PlaySnd
trigger1 = time = 174
value = 6301,0;qbg

[State 6302, ]
type = helper
trigger1 = time = 177
name = "effect"
id = 6310
pos = 38,0
postype = p1
stateno = 6310
helpertype = normal
keyctrl = 0
ownpal = 1

[State 6303, GtFNg\]
type = Explod
trigger1 = Time = 174
anim = 6271
sprpriority = 4
postype = p1
pos = 38,5
under = 0
ownpal = 1

[State 6303, GtFNg\]
type = Explod
trigger1 = Time = 174
anim = 6272
sprpriority = 4
postype = p1
pos = 38,-183
size.xscale = 0.5
size.yscale = 0.5
under = 0
ownpal = 1

[State 6303, GtFNg\]
type = Explod
trigger1 = Time = 174
anim = 6270
sprpriority = 4
postype = p1
pos = 38,5
facing = 1
under = 0
ownpal = 1

[State 6303, GtFNg\]
type = Explod
trigger1 = Time = 174
anim = 6270
sprpriority = 4
postype = p1
pos = 38,5
facing = -1
under = 0
ownpal = 1

[State 6303, ]
type = TargetLifeAdd
trigger1 = time = 177
value = -600;-450

[State 6303, ϐZbg]
type = VarSet
trigger1 = AnimTime = 0
trigger1 = WinKO
v = 13
value = 1
IgnoreHitPause = 1

[State 6303, ]
type = TargetState
trigger1 = AnimTime = 0
value = 6308

[State 6303, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 3105
ctrl = 0

;----------------------------------------------
;
[Statedef 6307]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6307, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 6307

;----------------------------------------------
;ӂƂ
[Statedef 6308]
type    = A
movetype= H
physics = N
juggle  = 4
poweradd= 0
velset = -3,-7.5
ctrl = 0
sprpriority = 2

[State 6308, ]
type = PlayerPush
trigger1 = 1
value = 0

[State 6308, ]
type = ChangeAnim
trigger1 = Anim != 5030
trigger1 = !AnimExist(5035)
trigger1 = !AnimExist(5051)
Trigger1 = Time = 0
value = 5030

[State 6308, ]
type = ChangeAnim
trigger1 = Anim != 5035
trigger1 = AnimExist(5035)
trigger1 = !AnimExist(5051)
Trigger1 = Time = 0
value = 5035

[State 6308, ]
type = ChangeAnim
trigger1 = Anim != 5051
trigger1 = AnimExist(5051)
Trigger1 = Time = 0
value = 5051

[State 6308, ]
type = ChangeAnim
trigger1 = Anim != 5050
trigger1 = !AnimExist(5060)
trigger1 = !AnimExist(5061)
trigger1 = Vel Y > 0
value = 5050

[State 6308, ]
type = ChangeAnim
trigger1 = Anim != 5060
trigger1 = AnimExist(5060)
trigger1 = !AnimExist(5061)
trigger1 = Vel Y > 0
value = 5060

[State 6308, ]
type = ChangeAnim
trigger1 = Anim != 5061
trigger1 = AnimExist(5061)
trigger1 = Vel Y > 0
value = 5061

[State 6308, ]
type = veladd
trigger1 = time >= 0
y = 0.2

[State 6308, ]
type = playsnd
trigger1 = time = 1
value = 11,0
channel = 0

[State 6308, đ̃Xe[gɖ߂]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------
;nCp[A[}[
[Statedef 6309]
type    = S
movetype= H
physics = S
ctrl = 0

[State 6309, ]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255
time = 1

[State 6309, ]
type = NotHitBy 
trigger1 = 1
value = SCA, AA, AP
time = 1

[State 6309, ]
type = ChangeState
trigger1 = Time > 0
value = 6301

;----------------------------------------------
;GtFNgwp[
[Statedef 6310]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4315;
velset = 0,0
sprpriority = 0

[State 6310, ]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 6310, GtFNg\]
type = Explod
trigger1 = Time%3 = 0
anim = 6273
sprpriority = 4
postype = p1
removetime = 28
size.xscale = 0.5
size.yscale = 0.5
random = 140,90
pos = 0,-150
under = 0
facing = -1
ownpal = 1

[State 6310, GtFNg\]
type = Explod
trigger1 = Time%3 = 1
anim = 6274
sprpriority = 4
postype = p1
random = 60,60
removetime = 35
size.xscale = 0.5
size.yscale = 0.5
vel = -6 + (random%12),-6 + (random%12)
pos = 0,-130
under = 0
facing = -1
ownpal = 1

[State 6310, GtFNg\]
type = Explod
trigger1 = Time%3 = 2
anim = 6275
sprpriority = 4
postype = p1
random = 60,60
removetime = 35
size.xscale = 0.5
size.yscale = 0.5
vel = -6 + (random%12),-6 + (random%12)
pos = 0,-130
under = 0
facing = -1
ownpal = 1

[State 6310, ]
type = Destroyself
trigger1 = Time = 50
;̋Z OE
;O̊Jn
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 3,0
anim = 6
sprpriority = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 310
ctrl = 0

;Ỏ]
[Statedef 310]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 10,0
anim = 10
sprpriority = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = time = 10
value = 330
ctrl = 0
;ȌI
[Statedef 330]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 11
sprpriority = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;̊Jn
[Statedef 340]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -3,0
anim = 11;ÔRɂXvCg
sprpriority = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 350
ctrl = 0
;̉]
[Statedef 350]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -10,0
anim = 10;ÔQɂXvCg
sprpriority = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 360
ctrl = 0
;̏I
[Statedef 360]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 6;ÔPɂXvCg
sprpriority = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1