
;---------------------------------------------------------------------------
; Standing, weak, punch, and behavior
[Statedef 800]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 20000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = 20                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 1100, 5]
type = Projectile
trigger1 = time >= 4
trigger1 = time <= 15
attr = A, NA
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.010))
projremovetime = 1
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = 
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s6002,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -4,6.6
air.velocity = -4,-6.6
projanim = 20010
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
yaccel = 0.4
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit35600 = 1
anim = 8220+random%8
ID = 1233
postype = p2
pos = -10,-55
sprpriority = 7
ontop = 1
removetime = 15
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[state 195]
type = Explod
trigger1 = AnimElem = 3
anim = 20100
ID = 810
postype = p1
pos = 45,-70
sprpriority = 7
ontop = 1
removetime = 10
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 195]
type = Explod
trigger1 = AnimElem = 3
anim = 102
ID = 810
postype = p1
pos = 0,0
sprpriority = 7
ontop = 1
removetime = 12
bindtime = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 1]
type = Velset
trigger1 = AnimElem = 3
x = 25

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6000, 6

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6000, 7

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Standing, weak, punch, and behavior
[Statedef 801]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,-15                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 21000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = 20                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 200, 1]
type = PlaySnd
trigger1 = !time
value = 6003, 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 211
ctrl = 0
;------------------

;--------------------------------------------;------------------
[Statedef 802]
type    = A
movetype= A
physics = N
velset = 2,-9
anim = 22000

[State 1051, Speed addition]
type = VelAdd
trigger1 = 1
y = .56

[State 191, Wood 1]
type = Explod
trigger1 = !time
ID = 17002
anim = 22100
postype = p1
bindtime = 12
removetime = 14
pos = 0,-10
sprpriority = 7
ontop = 1
ignorehitpause=1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 191, Wood 1]
type = Explod
trigger1 = Animelem = 6
ID = 17002
anim = 22200
postype = p1
bindtime = 6
removetime = 8
pos = 11,-102
sprpriority = 7
ontop = 1
ignorehitpause=1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1100, 5]
type = Projectile
trigger1 = Animelem = 1
trigger2 = Animelem = 6
attr = A, NA
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.070))
projremovetime = 6
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = 
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s6002,7
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -1.-7
air.velocity = -1,-7
projanim = 7776
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
yaccel = 0.4
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit35600 = 1
anim = 8220+random%8
ID = 1233
postype = p2
pos = -10,-60
sprpriority = 7
ontop = 1
removetime = 15
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1050, They make a sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
value = 6000,8

[State 751, State change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 212
ctrl = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 803]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1      
anim = 23000                
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
priority = 999, Hit
projremove = 0
projremovetime = 30
projhits = 999999
projmisstime = 0
projanim = 23100
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 43,-95-random%10
velocity = 0.0          ;Projectile Speed
attr = S, NA
damage   = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.002))
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 2             ;The stiffness time of yourself and the opponent when you hit the attack (yourself, opponent)
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
value = 6003,2

[State 751, State change]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing, weak, punch, and behavior
[Statedef 804]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 24000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = 20                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 1100, 5]
type = Projectile
trigger1 = Animelem = 3
attr = A, NA
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.200))
projremovetime = 1
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = 
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s6002,12
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -4,6.-13
air.velocity = -4,-19
projanim = 7776
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
yaccel = 0.4
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit35600 = 1
anim = 8220+random%8
ID = 1233
postype = p2
pos = -10,-70
sprpriority = 7
ontop = 1
removetime = 15
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[state 195]
type = Explod
trigger1 = AnimElem = 3
anim = 24100
ID = 810
postype = p1
pos = 8,-74
sprpriority = -3
removetime = 31
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 195]
type = Explod
trigger1 = AnimElem = 3
anim = 24200
ID = 810
postype = p1
pos = 8,-74
sprpriority = 7
ontop = 1
removetime = 52
bindtime = 31
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6003, 3

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6003,4

[State 4206,EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 31
ampl = 15
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing, weak, punch, and behavior
[Statedef 805]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 25000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = 20                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6000,9

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 261
ctrl = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Standing, weak, punch, and behavior
[Statedef 806]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 30000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = 20                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 1100, 5]
type = Projectile
trigger1 = Animelem = 1
attr = A, NA
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.170))
projremovetime = 25
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = 
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s6002,7
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -1,1
air.velocity = -1,1
projanim = 7776
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
yaccel = 0.4
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit35600 = 1
anim = 8220+random%8
ID = 1233
postype = p2
pos = -10,-68
sprpriority = 7
ontop = 1
removetime = 15
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4206,EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 26
ampl = 13
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 1]
type = Velset
trigger1 = AnimElem = 1
x = 12

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6003, 6

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6003, 8

[State 4101]
type = Explod
trigger1 = AnimElem = 1
removetime = 26
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 30200
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 1
removetime = 26
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 30300
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;---------------------------------------------------------------------------

[Statedef 807]
type    = S
movetype= A
physics = S
poweradd= 20
anim = 31000
ctrl = 0
sprpriority = 2

[state 195]
type = Explod
trigger1 = gametime%6 = 1
anim = 31200
ID = 181
postype = p1
pos = 49,-98
scale = 0.5,0.5
sprpriority = 7
ontop = 1
removetime = 7
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 3200, They make a sound]
type = PlaySnd
trigger1 = gametime%6 = 1
value = 6003, 14

[State 3200, They give a helper]
type = Helper
trigger1 = gametime%6 = 1
name = "MAGNUM"
stateno = 31100
ID = 31100
pos = 49,-98
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 70
helpertype = player
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1200, State change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------

;---------------------------------------------------------------------------
;
[Statedef 808]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 32000
velset = 20,-10

[state 195]
type = Explod
trigger1 = !time
anim = 32200
ID = 181
postype = p1
pos = 0,0
sprpriority = 7
ontop = 1
removetime = 18
bindtime = 1
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 200]
type = Projectile
trigger1 = AnimElem = 1
attr = S, NA
projanim = 7776
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 15
postype = p1
offset = 0,0
velocity = 0
animtype  = Hard
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.380))
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFDPLH
pausetime = 2,0
sparkno = -1
hitsound   = s6002,11
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-11
air.velocity = -1.4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4101]
type = Explod
trigger1 = AnimElem = 1
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 32100
scale = 2.2,1
sprpriority = 9999
ontop = 1
OwnPal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4206,EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ampl = 10
supermovetime = 9999999999
pausemovetime = 9999999999

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 13
value = 6000,5

[State 191, 6]
type = Veladd
trigger1 = 1
y = .56

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6003,17

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6003,18

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Standing, weak, punch, and behavior
[Statedef 809]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 33000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = 20                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6003, 20

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;--------------------------------------------;------------------

[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 20
anim = 31000
ctrl = 0
sprpriority = 2

[state 195]
type = Explod
trigger1 = gametime%6 = 1
anim = 31200
ID = 181
postype = p1
pos = 49,-78
scale = 0.5,0.5
sprpriority = 7
ontop = 1
removetime = 7
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 3200, They make a sound]
type = PlaySnd
trigger1 = gametime%6 = 1
value = 6003, 14

[State 3200, They give a helper]
type = Helper
trigger1 = gametime%6 = 1
name = "MAGNUM"
stateno = 31100
ID = 31100
pos = 49,-78
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 70
helpertype = player
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1200, State change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------

;---------------------------------------------------------------------------
;
[Statedef 1200]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 32000
velset = 20,-10

[state 195]
type = Explod
trigger1 = !time
anim = 32200
ID = 181
postype = p1
pos = 0,0
sprpriority = 7
ontop = 1
removetime = 18
bindtime = 1
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 200]
type = Projectile
trigger1 = AnimElem = 1
attr = S, NA
projanim = 7776
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 15
postype = p1
offset = 0,0
velocity = 0
animtype  = Hard
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.380))
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFDPLH
pausetime = 2,0
sparkno = -1
hitsound   = s6002,11
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-11
air.velocity = -1.4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4101]
type = Explod
trigger1 = AnimElem = 1
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 32100
scale = 2.2,1
sprpriority = 9999
ontop = 1
OwnPal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4206,EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ampl = 10
supermovetime = 9999999999
pausemovetime = 9999999999

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 13
value = 6000,5

[State 191, 6]
type = Veladd
trigger1 = 1
y = .56

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6003,17

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6003,18

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 2000]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1      
anim = 40000 
poweradd = -3000               
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 4101]
type = Explod
trigger1 = AnimElem = 1
removetime = 42
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 40100
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6004,3

[State 751, State change]
type = ChangeState
trigger1 = Animtime = 0
value = 3001
ctrl = 0

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 
[Statedef 2001]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;Move when this state starts (does not move at 0,0)
ctrl = 0                         ;Accept other commands during this state (accept 1)
anim = 41000                       ;Sprite state number displayed in this state (no change at 0)
poweradd = -3000                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 1100, 5]
type = Projectile
trigger1 = time >= 6
attr = A, NA
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.001))
projremovetime = 1
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = 
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = -1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -4,6.-13
air.velocity = -4,-19
projanim = 7776
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
yaccel = 0.4
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
trigger1 = time >= 6
trigger1 = gametime%6 = 1
anim = 41300
ID = 1233
postype = p1
pos = 0,-120
sprpriority = 7
ontop = 1
removetime = 14
bindtime = 14
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6004, 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6004,4

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[Statedef 2002]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1  
anim = 42000                    
;Commonly-used controllers:
ctrl = 0                         ;Accept other commands during this state (accept 1)
poweradd = -3000                    ;Amount of power increase when using this state (no change at 0)
sprpriority = 2                  ;The overlap condition of the displayed picture (front 2 0 Normal -1 back)

[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 1
priority = 999, Hit
projremove = 0
projremovetime = 290
projhits = 999999
projmisstime = 0
projanim = 7776
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0.0          ;Projectile Speed
attr = S, NA
damage   = 70,70
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 22             ;The stiffness time of yourself and the opponent when you hit the attack (yourself, opponent)
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 1
fall.damage = 99999999999

[state 195]
type = Explod
trigger1 = Animelem = 1
anim = 42100
ID = 666668
postype = p1
pos = 0,-70
sprpriority = 7
ontop = 1
removetime = 290
bindtime = -1
Ownpal = 1
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[state 195]
type = Explod
trigger1 = Animelem = 1
anim = 42200
ID = 666668
postype = p1
pos = 0,-70
sprpriority = 7
ontop = 1
removetime = 290
bindtime = -1
Ownpal = 1
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[state 195]
type = Explod
trigger1 = Animelem = 1
anim = 42300
ID = 666668
postype = p1
pos = 0,-70
removetime = 290
sprpriority = -3
bindtime = -1
Ownpal = 1
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[state 195]
type = Explod
trigger1 = gametime%6 = 1
anim = 41300
ID = 666668
postype = p1
pos = 0,-70
sprpriority = 7
ontop = 1
bindtime = -1
Ownpal = 1
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 4001, fadeout]
type=allpalfx
trigger1= animelem = 2
time=40
sinadd=-255,-255,-255,120
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 197000, Push decision]
type = Velset
trigger1 =1
x = 2
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 197000, Push decision]
type = PlayerPush
trigger1 =1
value = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 736:	EnvShake]
type = EnvShake
trigger1 = gametime%6 = 1
time = 4
freq = 140
ampl = -11
phase = 90
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State ]
type = PlaySnd
trigger1 = animelem = 1
value = 6004,9
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = PlaySnd
trigger1 = animelem = 1
value = 6004,10
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = !time
removetime = 45
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 15010
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2000];Strengthening Part 2
type = TargetLifeadd
trigger1 = RoundState >= 3
value = -99999999999999
absolute = 1

[State 2000];Strengthening Part 2
type = TargetLifeadd
trigger1 = 1
value = -99999999999999
absolute = 1

[state ];Be able to get off screen
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999
;---------------------------------------------------------------------------