; Player's constants.
; Format (case insensitive):
; [groupname]        
; constname = "value"

[Data]
life = 1050          ;Amount of life to start with
attack = 105         ;100% attack power (more is stronger)
defence = 105        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2          ;Default spark number
guard.sparkno = 40   ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 100         ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 6.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -6.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.5    ;Neutral jumping velocity (x, y)
jump.back = -3.55    ;Jump back Speed (x, y)
jump.fwd = 3.5       ;Jump forward Speed (x, y)
runjump.back = -3.55,-8.5 ;Running jump speeds (opt)
runjump.fwd = 5,-8.5      ;.
airjump.neu = 0,-8.5      ;.
airjump.back = -3.55,-8.5 ;Air jump speeds (opt)
airjump.fwd = 3.5,-8.5    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .41         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Life = 1000
value = 182

[State 180, 1]
type = ChangeState
trigger1 = Life < 1000
value = 181

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
velset = 0,0,0

[State 181, 0]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[State 180, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 180

[State 180, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 181

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = time = 0
ID = 4001
anim = 4001
pos = 0,5
sprpriority = 5
removetime = 19

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = time = 20
ID = 4002
anim = 4002
pos = 0,5
sprpriority = 5
removetime = 40

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = time = 61
ID = 4003
anim = 4003
pos = 0,5
sprpriority = 5
removetime = 31

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = time = 92
ID = 4004
anim = 4004
pos = 0,5
sprpriority = 5
removetime = 20

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 1]
type = changestate
trigger1 = p2name = "vegetaSSJ"
trigger2 = p2name = "Vegeta Super Sayjin 4 by EB and BS"
trigger3 = p2name = "Vegeta Normal 2 by EB"
trigger4 = p2name = "vegeta-n-3 by EmuBoarding"
trigger5 = p2name = "Vegeta by OverMind"
trigger6 = p4name = "vegetassj"
trigger7 = p4name = "Vegeta Super Sayjin 4 by EB and BS"
trigger8 = p4name = "Vegeta Normal 2 by EB"
trigger9 = p4name = "vegeta-n-3 by EmuBoarding"
trigger10 = p4name = "Vegeta by OverMind"
value = 192

[State 190, 1] ;If opponent is Kakaroto
type = ChangeState
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P4Name = "Goku-n-hd by EmuBoarding"
trigger3 = p2name = "Kakaroto"
trigger4 = p4name = "Kakaroto"
value = 194

[State 190, 1]
type = changestate
trigger1 = p2name = "Goku SSJ4 by _Vision and MRP"
trigger2 = p4name = "Goku SSJ4 by _Vision and MRP"
trigger3 = p2name = "Goku"
trigger4 = p4name = "Goku"
value = 195

[State 190, 1] ;If opponent is Picollo
type = ChangeState
trigger1 = P2Name = "Piccolo por Ssonic"
trigger2 = P4Name = "Piccolo por Ssonic"
trigger3 = p2name = "picollodb2"
trigger4 = p4name = "picollodb2"
value = 196

[State 190, 1] ;If opponent is Gohan
type = ChangeState
trigger1 = P2Name = "Gohan DBZ2"
trigger2 = P4Name = "Gohan DBZ2"
value = 197



[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 300]
flag = Intro

[State 190, 4]
type = explod
trigger1 = animelem = 4
ID = 191
anim = 191
postype = p1
pos = 120, -60
sprpriority = 5

[State 190, 5]
type = playsnd
trigger1 = time = 57
value = 191,0

[State 190, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0

; INTRO vs VEGETA	
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 400]
flag = Intro

[State 192, 4]
type = explod
trigger1 = time = 0
anim = 192
facing = 1
pos = -100,23
postype = left
vel = 5,0
accel = 0,0
sprpriority = 1
ownpal = 1
removetime = 22

[State 192, 4]
type = explod
trigger1 = time = 22
anim = 193
facing = 1
pos = 0,23
postype = left
sprpriority = 1
bindtime = -1
ownpal = 1
removetime = -2

[State 194, 4]
type = explod
trigger1 = animelem = 4
ID = 191
anim = 191
postype = p1
pos = 120, -60
sprpriority = 5


[State 192, 5]
type = playsnd
trigger1 = time = 57
value = 191,0

[State 192, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0

; INTRO vs KAKAROTO	
[Statedef 194]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 194, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 194, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 400]
flag = Intro

[State 194, 4]
type = explod
trigger1 = time = 0
anim = 192
facing = 1
pos = -100,23
postype = left
vel = 5,0
accel = 0,0
sprpriority = 1
ownpal = 1
removetime = 22

[State 194, 4]
type = explod
trigger1 = time = 22
anim = 194
facing = 1
pos = 0,23
postype = left
sprpriority = 1
bindtime = -1
ownpal = 1
removetime = -2

[State 194, 4]
type = explod
trigger1 = animelem = 4
ID = 191
anim = 191
postype = p1
pos = 120, -60
sprpriority = 5


[State 194, 5]
type = playsnd
trigger1 = time = 57
value = 191,0

[State 194, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0

; INTRO vs GOKU
[Statedef 195]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 195, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 195, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 650]
flag = Intro

[State 195, 4]
type = explod
trigger1 = time = 0
anim = 192
facing = 1
pos = -100,23
postype = left
vel = 5,0
accel = 0,0
sprpriority = 6
ownpal = 1
removetime = 22

[State 195, 4]
type = explod
trigger1 = time = 22
anim = 195
facing = 1
pos = 0,23
postype = left
sprpriority = 10
bindtime = -1
ownpal = 1
removetime = -2

[State 195, 4]
type = explod
trigger1 = animelem = 4
ID = 191
anim = 191
postype = p1
pos = 120, -60
sprpriority = 5


[State 195, 5]
type = playsnd
trigger1 = time = 57
value = 191,0

[State 195, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0

; INTRO vs Picollo	
[Statedef 196]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 196, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 196, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 400]
flag = Intro

[State 196, 4]
type = explod
trigger1 = time = 0
anim = 192
facing = 1
pos = -100,23
postype = left
vel = 5,0
accel = 0,0
sprpriority = 1
ownpal = 1
removetime = 22

[State 196, 4]
type = explod
trigger1 = time = 22
anim = 196
facing = 1
pos = 0,23
postype = left
sprpriority = 5
bindtime = -1
ownpal = 1
removetime = -2

[State 196, 4]
type = explod
trigger1 = animelem = 4
ID = 191
anim = 191
postype = p1
pos = 120, -60
sprpriority = 5

[State 196, 5]
type = playsnd
trigger1 = time = 57
value = 191,0

[State 196, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0

; INTRO vs GOHAN	
[Statedef 197]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 197, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 197, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 410]
flag = Intro

[State 197, 4]
type = explod
trigger1 = time = 0
anim = 192
facing = 1
pos = -100,23
postype = left
vel = 5,0
accel = 0,0
sprpriority = 1
ownpal = 1
removetime = 22

[State 197, 4]
type = explod
trigger1 = time = 22
anim = 197
facing = 1
pos = 0,23
postype = left
sprpriority = 7
bindtime = -1
ownpal = 1
removetime = -2

[State 197, 4]
type = explod
trigger1 = animelem = 4
ID = 191
anim = 191
postype = p1
pos = 120, -60
sprpriority = 5

[State 197, 5]
type = playsnd
trigger1 = time = 57
value = 191,0

[State 197, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0


;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
poweradd = 20                   

[State 200, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 200

[State 200, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3200

[State 200, 1]
type = playsnd
trigger1 = time = 0
value = 12,0


[State 200, 1]
type = HitDef
triggerall = Var(1) = 0
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 23                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = Low                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -1.3,-3           

[State 200, 1]
type = HitDef
triggerall = Var(1) = 1
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 43                   
animtype = Hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3
pausetime = 8,9                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -1.3,-3           

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B
[Statedef 201]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
poweradd = 40                   

[State 201, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 201

[State 201, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3201

[State 200, 1]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 201, 1]
type = HitDef
triggerall = Var(1) = 0
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 33                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = Low                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -1.3,-3           

[State 201, 1]
type = HitDef
triggerall = Var(1) = 1
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 53                   
animtype = Hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3
pausetime = 8,9                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -1.3,-3           

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_C
[Statedef 202]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
poweradd = 60                   

[State 202, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 202

[State 202, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3202

[State 200, 1]
type = playsnd
trigger1 = time = 0
value = 13,0


[State 202, 1]
type = HitDef
triggerall = Var(1) = 0
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 63                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = Low                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -2, -8             
air.velocity = -2,-8           

[State 202, 1]
type = HitDef
triggerall = Var(1) = 1
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 73                   
animtype = Hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3
pausetime = 8,9                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -3, -13             
air.velocity = -3,-13
fall = 1           

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0

[State 210, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 210

[State 210, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3210

[State 210, 1]
type = playsnd
trigger1 = time = 0
value = 13,0

[State 210, 2]
type = HitDef
triggerall = Var(1) = 0
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -7
air.velocity = -7
fall = 1

[State 210, 2]
type = HitDef
triggerall = Var(1) = 1
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 85
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -15
air.velocity = -15
fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0

[State 400, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 400

[State 400, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3400

[State 400, 1]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 400, 2]
type = HitDef
triggerall = Var(1) = 0
trigger1 = animelem = 2
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 2]
type = HitDef
triggerall = Var(1) = 0
trigger1 = animelem = 2
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkxy = -2,-41
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 2]
type = HitDef
triggerall = Var(1) = 1
trigger1 = animelem = 2
attr = C, NA
damage    = 43
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 7,7
sparkxy = -2,-41
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20


[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_Z
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0

[State 410, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 410

[State 410, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3410


[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 13,0

[State 410, 3]
type = HitDef
triggerall = Var(1) = 0
trigger1 = animelem = 2
attr = C, NA
damage    = 62
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 410, 3]
type = HitDef
triggerall = Var(1) = 1
trigger1 = animelem = 2
attr = C, NA
damage    = 82
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -2,-4
guard.velocity = -7
fall = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0

[State 600, 1]
type = changeanim
triggerall = Var(1) = 0
trigger1 = time = 0
value = 600

[State 600, 1]
type = changeanim
triggerall = Var(1) = 1
trigger1 = time = 0
value = 3600

[State 600, 1]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 600, 2]
type = HitDef
triggerall = Var(1) = 0
trigger1 = animelem = 2
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 2]
type = HitDef
triggerall = Var(1) = 1
trigger1 = animelem = 2
attr = A, NA
damage    = 32
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

[State 610, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 610

[State 610, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 3610

[State 610, 2]
type = PlaySnd
trigger1 = Time = 0
value = 13, 0

[State 610, 3]
type = HitDef
triggerall = var(1) = 0
trigger1 = animelem = 2
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 3]
type = HitDef
triggerall = var(1) = 1
trigger1 = animelem = 2
attr = A, NA
damage    = 90
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 5,6
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -7, 5
air.velocity = -7,5
fall = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;Turn SSJ
[Statedef 2999]
type = S
movetype = I
physics = S
anim = 2999
poweradd = -3000
ctrl = 0
velset = 0,0

[State 2999, 1]
type = playsnd
trigger1 = time = 3
value = 2999,0

[State 2999, 1]
type = playsnd
trigger1 = time = 144
value = 2999,1
volume = 5000

[State 2999, 1]
type = playsnd
trigger1 = time = 154
value = 2999,2
channel = 3
volume = 5000
loop = 1
freqmul = 1.1

[State 2999, 1]
type = stopsnd
trigger1 = time = 483
channel = 3

[State 2999, NoMusic] 
type = AssertSpecial 
trigger1 = time = [0,483] 
flag = nomusic

[State 2999, 1]
type = SuperPause
trigger1 = Time = 0
time = 483
anim = -1
movetime = 483

[State 2999, 4]
type = explod
trigger1 = time = 0
ID = 4001
anim = 4001
pos = 0,5
supermovetime = 127
sprpriority = 5
removetime = 119

[State 2999, 4]
type = explod
trigger1 = time = 120
ID = 4002
anim = 4002
pos = 0,5
supermovetime = 40
sprpriority = 5
removetime = 40

[State 2999, 4]
type = explod
trigger1 = time = 161
ID = 4003
anim = 4003
pos = 0,5
supermovetime = 271
sprpriority = 5
removetime = 271

[State 2999, 4]
type = explod
trigger1 = time = 432
ID = 4004
anim = 4004
pos = 0,5
supermovetime = 20
sprpriority = 5
removetime = 20

[State 2999, 3]
type = varset
trigger1 = animtime = 0
v = 1
value = 1

[State 2999, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;Fireball
[Statedef 1000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0,0

[State 1000, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1000

[State 1000, 2]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4000

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 80, 0



[State 1000, 3]
type = projectile
triggerall = var(1) = 0
trigger1 = animelem = 2
projanim = 1005
projremanim = 1005
projhitanim = 1005
offset = 45, -47
velocity = 4, 0
attr = S, NA
damage    = 50
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 1000, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 2
projanim = 4005
projremanim = 4005
projhitanim = 4005
projshadow = 20,30,40
propriority = 50
offset = 45, -37
velocity = 7, 0
attr = S, NA
damage    = 60
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 20
palfx.mul = 250,170,4

[State 1000, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------
;Fly Attack
[Statedef 1010]
type = A
movetype = A
ctrl = 0

[State 1010, 1]
type = afterimage
triggerall = var(1) = 0
trigger1 = time = 0
time = 24
length = 40
palbright = 22,46,70
palpostbright = 55,92,12
palcontrast = 10,12,57
paladd = 10,12,55
palmul = .72,.23,.14
framegap = 7
timegap = 1
trans = add

[State 1010, 1]
type = afterimage
triggerall = var(1) = 1
trigger1 = time = 0
time = 24
length = 60
palbright = 22,46,70
palpostbright = 55,92,12
palcontrast = 10,12,57
paladd = 10,12,55
palmul = 72,23,14
framegap = 5
timegap = 1
trans = add


[State 1010, 1]
type = velset
triggerall = var(1) = 0
trigger1 = time = 0
x = 4
y = 0

[State 1010, 2]
type = veladd
triggerall = var(1) = 0
trigger1 = time = 0
x = 4
y = 0

[State 1010, 3]
type = velmul
triggerall = var(1) = 0
trigger1 = time = 0
x = 1.08
y = 0

[State 1010, 4]
type = velset
triggerall = var(1) = 1
trigger1 = time = 0
x = 5
y = 0

[State 1010, 5]
type = veladd
triggerall = var(1) = 1
trigger1 = time = 0
x = 4
y = 0

[State 1010, 6]
type = velmul
triggerall = var(1) = 1
trigger1 = time = 0
x = 1.17
y = 0

[State 1010, 7]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1010

[State 1010, 8]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4010

[State 1010, 9]
type = HitDef
triggerall = var(1) = 0
trigger1 = animelem = 1
attr = A, NA
damage = 80
animtype = Hard
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
fall = 1
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 20
palfx.mul = 250,170,4

[State 1010, 10]
type = HitDef
triggerall = var(1) = 1
trigger1 = animelem = 1
attr = A, NA
damage  = 90
animtype = Hard
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -7
air.velocity = -7
fall = 1
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 20
palfx.mul = 250,170,4

[State 1010, 11]
type = changestate
trigger1 = time = 33
value = 50
ctrl = 1
;-----------------------------------------------------------------------------
;Zanzouken
[Statedef 1020]
type = S
physics = S
ctrl = 0

[State 1020, 1]
type = playsnd
trigger1 = time = 0
value = 1020,0

[State 1020, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1020

[State 1020, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4020

[State 1020, 1]
type = explod
trigger1 = time = 0
anim = F100
sprpriority = 3
pos = 15,-55

[State 1020, 1]
type = projectile
triggerall = var(1) = 0
trigger1 = time = 5
projanim = 1022
offset = 0,0
projremovetime = 13

[State 1020, 1]
type = null; projectile
triggerall = var(1) = 1
trigger1 = time = 7
projanim = 4022
offset = 0,0
projremovetime = 30

[State 1020, 2] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 0
value = ,NA, SA, AT
time = 60

[State 1020, 2]
type = changestate
trigger1 = command = "holdfwd"
trigger1 = animelem = 2
value = 1021

[State 1020, 3]
type = changestate
trigger1 = command = "holdback"
trigger1 = animelem = 2
value = 1022

[State 1020, 3]
type = changestate
trigger1 = command = "holdup"
trigger1 = animelem = 2
value = 1023

[State 1020, 3]
type = changestate
trigger1 = time = 100
value = 0
ctrl = 1

;Appear
[Statedef 1021]
type = S
physics = S
ctrl = 0

[State 1020, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1021

[State 1020, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4021

[State 1020, 1]
type = posadd
trigger1 = time = 0
x = 300

[State 1020, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Appear
[Statedef 1022]
type = S
physics = S
ctrl = 0

[State 1022, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1023

[State 1022, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4023

[State 1022, 1]
type = posadd
trigger1 = time = 0
x = -300

[State 1022, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Appear
[Statedef 1023]
type = S
physics = S
ctrl = 0

[State 1020, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1021

[State 1020, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4021

[State 1020, 1]
type = posadd
trigger1 = time = 0
x = 300
y = -100

[State 1020, 1]
type = turn
trigger1 = time = 25

[State 1020, 2]
type = changestate
trigger1 = time = 25
value = 50
ctrl = 1
;------------------------------------------------------------------------------
;Elbow Dash
[Statedef 1030]
type = S
movetype = A
physics = S
ctrl = 0
velset = 4,0

[State 1030, 1]
type = afterimage
trigger1 = time = 0
time = 16
length = 40
palbright = 70,85,52
palpostbright = 28,30,47
palcontrast = 120,120,40
paladd = 75,120,12
palmul = 20,20,20
framegap = 5
timegap = 1
trans = add

[State 1030, 2]
type = explod
triggerall = var(1) = 0
trigger1 = time = 0
anim = 1031
ID = 1031
postype = p1
pos = 35, -53
removetime = 27
sprpriority = 3
bindtime = -1

[State 1030, 2]
type = explod
triggerall = var(1) = 1
trigger1 = time = 0
anim = 4031
ID = 4031
postype = p1
pos = 35, -53
removetime = 18
sprpriority = 3
bindtime = -1


[State 1030, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1030

[State 1030, 2]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4030

[State 1030, 3]
type = veladd
triggerall = var(1) = 0
trigger1 = time = 0
x = 13

[State 1030, 4]
type = veladd
triggerall = var(1) = 1
trigger1 = time = 0
x = 17

[State 1030, 5]
type = hitdef
triggerall = var(1) = 0
trigger1 = animelem = 1
attr = S, NA
damage = 60
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -7
air.velocity = -7
fall = 1

[State 1030, 5]
type = hitdef
triggerall = var(1) = 1
trigger1 = animelem = 1
attr = S, NA
damage = 90
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -10
air.velocity = -10
fall = 1

[State 1030, 6]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------
;Air Attack
[Statedef 1040]
type = S
movetype = A
physics = N
ctrl = 0

[State 1040, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 1040

[State 1040, 2]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4040

[State 1040, 3]
type = velset
triggerall = var(1) = 0
trigger1 = time = 0
x = 4
y = 3

[State 1040, 4]
type = veladd
triggerall = var(1) = 0
trigger1 = time = 0
x = 5
y = 4

[State 1040, 5]
type = velmul
triggerall = var(1) = 0
trigger1 = time = 0
x = 0.85
y = 0.85

[State 1040, 3]
type = velset
triggerall = var(1) = 1
trigger1 = time = 0
x = 3
y = 3

[State 1040, 4]
type = veladd
triggerall = var(1) = 1
trigger1 = time = 0
x = 4
y = 4

[State 1040, 5]
type = velmul
triggerall = var(1) = 1
trigger1 = time = 0
x = 1.20
y = 1.20

[State 1040, 5]
type = hitdef
triggerall = var(1) = 0
trigger1 = animelem = 1
attr = A, NA
damage = 80
animtype = Hard
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -2, 1.1
air.velocity = -2, 1.1

[State 1040, 5]
type = hitdef
triggerall = var(1) = 1
trigger1 = animelem = 1
trigger2 = animelem = 2
attr = A, NA
damage = 90
animtype = Hard
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -5
fall = 1

[State 1040, 7]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
;----------------------------------------------------------------------------
;Combo Sequence
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
ctrl = 0

[State 1050, 1]
type = veladd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
x = 3

[State 1050, 2]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
attr = S, NA
damage = 30
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 5,30
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -1
air.velocity = -1

[State 1050, 2]
type = hitdef
trigger1 = animelem = 11
attr = S, NA
damage = 50
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 5,10
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -5
fall = 1

[State 1050, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;SSJ Combo Sequence
[Statedef 4050]
type = S
movetype = A
physics = S
anim = 4050
ctrl = 0

[State 4050, 1]
type = veladd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
x = 5

[State 4050, 2]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 11
trigger6 = animelem = 14
attr = S, NA
damage = 40
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 5,30
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -1
air.velocity = -1

[State 1050, 2]
type = hitdef
trigger1 = animelem = 17
attr = S, NA
damage = 60
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -10
air.velocity = -10
fall = 1

[State 4050, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------
;Fire Away
[Statedef 2010]
type = S
movetype = A
physics = S
poweradd = -1000
ctrl = 0
velset =0,0,0

[state 2010, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 2010

[state 2010, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4070

[State 2010, 1]
type = HitDef
triggerall = var(1) = 0
trigger1 = Time = 0
attr = S, HA

[State 2010, 4]
type = explod
trigger1 = time = 0
ID = 2000
anim = 2000
pos = 0,-20
postype = back
supermovetime = 47
sprpriority = -3
removetime = 47

[State 2010, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 0
anim = 2001
ID = 2001
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 15
anim = 2001
ID = 2001
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 27
anim = 2001
ID = 2001
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 0
anim = 4086
ID = 4086
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 15
anim = 4086
ID = 4086
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 27
anim = 4086
ID = 4086
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20


[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = animelem = 2
anim = 2002
ID = 2002
pos = -60, -90
postype = back
sprpriority = -3
removetime = 100

[State 2010, 2]
type = SuperPause
trigger1 = time = 0
movetime = 47
time = 47
pos = 10, -50


[State 2010, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 2010, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 2010, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
time = 5

[State 2010, 6]
type = PlaySnd
triggerall = var(1) = 0
trigger1 = AnimElem = 1
value = 300, 0
volume = 100

[State 2010, 6]
type = PlaySnd
triggerall = var(1) = 1
trigger1 = AnimElem = 1
value = 100, 0
volume = 100
channel = 16

[State 2010, 6]
type = PlaySnd
triggerall = var(1) = 1
trigger1 = AnimElem = 1
value = 100, 0
volume = 100
channel = 17

[State 2010, 7]
type = Projectile
triggerall = var(1) = 0
trigger1 = AnimElem = 3
ProjID = 2015
projanim = 2015
projremanim = 2015
offset = 50, -57
velocity = 0, 0
projremovetime = 80
projhits = (10)
projpriority = 9999
projmisstime = 3
; HitDef part of projectile info
attr = S, HP
damage    = 20,4
animtype  = Medium
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,5
sparkno = -1
hitspark = -1
hitsound   = -1
guardsound = -1
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -7,-1
airguard.velocity = -7,0
air.type = Low
air.velocity = -10,1
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 20
palfx.mul = 250,170,4

[State 2010, 10]
type = envshake
triggerall = var(1) = 0
trigger1 = projcontact2015 = 1
time = 10
freq = 70
ampl = -4

[State 2010, 7]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
ProjID = 4075
projanim = 4075
projremanim = 4075
offset = 50, -57
velocity = 0, 0
projremovetime = 85
projhits = (20)
projpriority = 9999
projmisstime = 3
; HitDef part of projectile info
attr = S, HP
damage    = 15,7
animtype  = Medium
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,5
sparkno = -1
hitspark = -1
hitsound   = S2065,0
guardsound = -1
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -7,-1
airguard.velocity = -7,0
air.type = Low
air.velocity = -10,1
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 20
palfx.mul = 250,170,4

[State 2010, 10]
type = envshake
triggerall = var(1) = 1
trigger1 = projcontact4075 = 1
time = 10
freq = 90
ampl = -5

[State 2010, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------
; Power up (start)
[Statedef 730]
type = S
movetype = I
physics = S
velset = 0
ctrl = 0

[State 741, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = Time = 0
value = 730

[State 741, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = Time = 0
value = 4730

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 735


; Power up
[Statedef 735]
type = S
movetype = I
physics = S

[State 741, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = Time = 3
value = 735

[State 735, 2]
type = playsnd
triggerall = var(1) = 0
trigger1 = time = 3
value = 700,1
channel = 75

[State 735, 2]
type = playsnd
triggerall = var(1) = 1
trigger1 = time = 0
value = 700,2

[State 735, 2]
type = stopsnd
triggerall = var(1) = 0
trigger1 = command != "charge"
trigger2 = command != "charge 1"
channel = 75


[State 741, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = Time = 0
value = 4735

[State 735, 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 740

[State 735, 2]
type = PowerAdd
triggerall = var(1) = 0
trigger1 = Time = [0,12]
value = 6

[State 735, 2]
type = PowerAdd
triggerall = var(1) = 1
trigger1 = Time = [0,12]
value = 7

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = power > 1000
trigger1 = time = 0
ID = 4001
anim = 4001
pos = 0,5
sprpriority = 5
removetime = 5

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = power > 1000
trigger1 = time = 6
ID = 4002
anim = 4002
pos = 0,5
sprpriority = 5
removetime = 6

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = power > 1000
trigger1 = time = 8
ID = 4003
anim = 4003
pos = 0,5
sprpriority = 5

[State 2999, 4]
type = explod
triggerall = var(1) = 1
trigger1 = command != "charge"
trigger1 = command != "charge 1"
trigger2 = power >= 3000
ID = 4004
anim = 4004
pos = 0,5
supermovetime = 20
sprpriority = 5
removetime = 20

[State 735, 4]
type = ChangeState
trigger1 = Power >= 3000
value = 741

[State 735, 7]
type = afterimage
trigger1 = time = [0,12]
time = 2
timegap = 1
framegap = 2
trans = add

[State 735, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 735


; Power up (end)
[Statedef 740]
type = S
movetype = I
physics = S

[State 741, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = Time = 0
value = 740

[State 741, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = Time = 0
value = 4740


[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 741]
type = S
movetype = I
physics = S

[State 741, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = Time = 0
value = 740

[State 741, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = Time = 0
value = 4740


[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------
;Ki Burn
[Statedef 750]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0,0

[State 750, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 750

[State 750, 2]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4750

[State 750, 3]
type = hitdef
triggerall = var(1) = 0
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
attr = S, SA
guardflag = M
animtype = medium
priority = 6
damage = 10
pausetime = 3,5
sparkxy = 10,-30 
hitsound = S5,4
ground.type = Hard
ground.slidetime = 5
ground.velocity = -2,-2
air.velocity = -2,-2
fall = 0

[State 750, 3]
type = hitdef
triggerall = var(1) = 1
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S, SA
guardflag = M
animtype = medium
priority = 6
damage = 7
pausetime = 3,5
sparkxy = 10,-30 
hitsound = S5,4
ground.type = Hard
ground.slidetime = 5
ground.velocity = 0,0
air.velocity = 0,0
fall = 0

[State 750, 3]
type = hitdef
triggerall = var(1) = 1
trigger1 = time > 115
attr = S, SA
guardflag = M
animtype = medium
priority = 6
damage = 10
pausetime = 3,5
sparkxy = 10,-30 
hitsound = S5,4
ground.type = Hard
ground.slidetime = 5
ground.velocity = -7,-12
air.velocity = -7,-12
fall = 1

[State 750, 4]
type = changestate
trigger1 = time = 120
value = 0
ctrl = 1
;------------------------------------------------------------------------------
;Blast
[Statedef 2060]
type = S
movetype = A
physics = S
poweradd = -2000
ctrl = 0
velset =0,0,0

[state 2010, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 2060

[state 2010, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4080

[State 2010, 1]
type = HitDef
triggerall = var(1) = 0
trigger1 = Time = 0
attr = S, HA

[State 2010, 4]
type = explod
trigger1 = time = 0
ID = 2050
anim = 2050
pos = 0,-90
postype = back
supermovetime = 47
sprpriority = -3
removetime = 47

[State 2010, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 0
anim = 2001
ID = 2001
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 15
anim = 2001
ID = 2001
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 27
anim = 2001
ID = 2001
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 0
anim = 4086
ID = 4086
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 15
anim = 4086
ID = 4086
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 27
anim = 4086
ID = 4086
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2010, 2]
type = explod
triggerall = var(1) = 1
trigger1 = animelem = 2
anim = 2051
ID = 2051
pos = -60, -90
postype = back
sprpriority = -3
removetime = 175

[State 2010, 2]
type = SuperPause
trigger1 = time = 0
movetime = 47
time = 47
pos = 10, -50

[State 2010, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 2010, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 2010, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
time = 5

[State 2010, 6]
type = PlaySnd
triggerall = var(1) = 0
trigger1 = AnimElem = 1
value = 300, 0
volume = 100
channel = 18

[State 2010, 6]
type = PlaySnd
triggerall = var(1) = 1
trigger1 = AnimElem = 1
value = 100, 0
volume = 100
channel = 19

[State 2010, 7]
type = Projectile
triggerall = var(1) = 0
trigger1 = AnimElem = 3
ProjID = 2065
projanim = 2065
projremanim = 2065
offset = 30, -50
velocity = 0, 0
projremovetime = 100
projhits = (20)
projpriority = 9999
projmisstime = 3
; HitDef part of projectile info
attr = S, HP
damage    = 20,4
animtype  = Medium
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,5
sparkno = -1
hitspark = -1
hitsound   = S2065,0
guardsound = -1
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -7,-1
airguard.velocity = -7,0
air.type = Low
air.velocity = -10,1
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 30
palfx.add = 66,254,196
palfx.sinadd = 250,10,4, 30
palfx.mul = 250,250,68


[State 2010, 10]
type = envshake
triggerall = var(1) = 0
trigger1 = projcontact2065 = 1
time = 10
freq = 80
ampl = -5

[State 2010, 7]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
ProjID = 4085
projanim = 4085
projremanim = 4085
offset = 30, -50
velocity = 0, 0
projremovetime = 95
projhits = (30)
projpriority = 9999
projmisstime = 3
; HitDef part of projectile info
attr = S, HP
damage    = 15,7
animtype  = Medium
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,5
sparkno = -1
hitspark = -1
hitsound   = S4085,0
guardsound = -1
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -7,-1
airguard.velocity = -7,0
air.type = Low
air.velocity = -10,1
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 30
palfx.add = 66,254,196
palfx.sinadd = 250,10,4, 30
palfx.mul = 250,250,68

[State 2060, 10]
type = envshake
triggerall = var(1) = 1
trigger1 = projcontact4085 = 1
time = 10
freq = 100
ampl = -6

[State 2060, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------
;Super Fireball Attack
[Statedef 2070]
type = S
movetype = A
physics = S
poweradd = -1500
ctrl = 0
velset = 0,0,0

[state 2070, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 2070

[state 2070, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4071

[State 2070, 1]
type = HitDef
triggerall = var(1) = 0
trigger1 = Time = 0
attr = S, HA

[State 2070, 4]
type = explod
trigger1 = time = 0
ID = 2050
anim = 2050
pos = 0,-90
postype = back
supermovetime = 47
sprpriority = -3
removetime = 47

[State 2070, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 0
anim = 2001
ID = 2001
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2070, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 15
anim = 2001
ID = 2001
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2070, 2]
type = explod
triggerall = var(1) = 0
trigger1 = Time = 27
anim = 2001
ID = 2001
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2070, 2]
type = SuperPause
trigger1 = time = 0
movetime = 47
time = 47
pos = 10, -50

[State 2070, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 0
anim = 4086
ID = 4086
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2070, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 15
anim = 4086
ID = 4086
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2070, 2]
type = explod
triggerall = var(1) = 1
trigger1 = Time = 27
anim = 4086
ID = 4086
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2070, 2]
type = explod
triggerall = var(1) = 1
trigger1 = animelem = 2
anim = 2051
ID = 2051
pos = -60, -90
postype = back
sprpriority = -3
removetime = 335
bindtime = -1


[State 2070, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 2070, 4]
type = AfterImage
trigger1 = Time = 0
Time = 300
TimeGap  = 1
FrameGap = 1

[State 2070, 3]
type = projectile
triggerall = var(1) = 0
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
trigger12 = animelem = 14
trigger13 = animelem = 15
trigger14 = animelem = 16
trigger15 = animelem = 17
trigger16 = animelem = 18
projanim = 2071
projremanim = 2071
projhitanim = 2071
offset = 45, -47
velocity = 6, 0
attr = S, NA
damage    = 20
animtype = Hard
getpower  = 0
givepower = 25
guardflag = MA
pausetime = 5,10
sparkxy = 0,-21
hitsound   = S4085,0
guardsound = 6,0
ground.type = Hard
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2
palfx.time = 70
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,70
palfx.mul = 2,194,196

[State 2070, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
trigger12 = animelem = 14
trigger13 = animelem = 15
trigger14 = animelem = 16
trigger15 = animelem = 17
trigger16 = animelem = 18
trigger17 = animelem = 19
trigger18 = animelem = 20
trigger19 = animelem = 21
trigger20 = animelem = 22
trigger21 = animelem = 23
trigger22 = animelem = 24
projanim = 4072
projremanim = 4072
projhitanim = 4072
offset = 45, -37
velocity = 6, 0
attr = S, NA
damage    = 20
animtype = Hard
getpower  = 0
givepower = 25
guardflag = MA
pausetime = 5,10
sparkxy = 0,-21
hitsound   = S4085,0
guardsound = 6,0
ground.type = Hard
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2
palfx.time = 70
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 70
palfx.mul = 250,170,4


[State 2070, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
;Meteor Attack
[Statedef 6000]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0
poweradd = -2500

[State 2010, 4]
type = explod
trigger1 = time = 0
ID = 6010
anim = 6010
pos = 0,-90
postype = back
supermovetime = 47
sprpriority = -3
removetime = 47

[State 2010, 2]
type = explod
trigger1 = Time = 0
anim = 4086
ID = 4086
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
trigger1 = Time = 15
anim = 4086
ID = 4086
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
trigger1 = Time = 27
anim = 4086
ID = 4086
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2010, 2]
type = SuperPause
trigger1 = time = 0
movetime = 47
time = 47
pos = 10, -50

[State 2010, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 6000, 1]
type = veladd
trigger1 = time = 48
x = 9
y = 0

[State 6000, 1]
type = velset
trigger1 = time > 48
x = 10
y = 0

[State 6000, 1]
type = hitdef
trigger1 = animelem = 2
attr = S, NA                            
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 8,9                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
p1stateno = 6001
p2facing = 1
p2stateno = 6013
p2getp1state = 6013

[State 6000, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2 Get Hit
[Statedef 6013]
type = S
physics = S
ctrl = 0
velset = 0,0,0

[State 6013, 1]
type = changeanim2
trigger1 = time = 0
value = 6013

[State 6013, 2]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
trigger25 = animelem = 29
trigger26 = animelem = 30
trigger27 = animelem = 31
trigger28 = animelem = 32
trigger29 = animelem = 33
trigger30 = animelem = 34
trigger31 = animelem = 35
trigger32 = animelem = 36
trigger33 = animelem = 37
anim = F0
pos = 15,-50
vel = 0,0
sprpriority = 4
removetime = 30

[State 6013, 2]
type = lifeadd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
trigger25 = animelem = 29
trigger26 = animelem = 30
trigger27 = animelem = 31
trigger28 = animelem = 32
trigger29 = animelem = 33
trigger30 = animelem = 34
trigger31 = animelem = 35
trigger32 = animelem = 36
trigger33 = animelem = 37
value = -10
kill = 0

[State 6013, 3]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
trigger25 = animelem = 29
trigger26 = animelem = 30
trigger27 = animelem = 31
trigger28 = animelem = 32
trigger29 = animelem = 33
trigger30 = animelem = 34
trigger31 = animelem = 35
trigger32 = animelem = 36
trigger33 = animelem = 37
value = F5,0


;Beat 1
[Statedef 6001]
type = S
movetype = A
physics = S
anim = 6001
ctrl = 0
velset = 0,0,0

[State 2010, 2]
type = explod
trigger1 = animelem = 1
anim = 6011
ID = 6011
pos = -60, -90
postype = back
sprpriority = -3
removetime = -1
bindtime = -1

[State 6001, 1]
type = null; hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
attr = S, NA                     
damage    = 10                   
;animtype = Medium                 
hitflag = MAF                    
priority = 3
pausetime = 3,300                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
;ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0

[State 6001, 1]
type = null; hitdef
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 17
trigger5 = animelem = 19
trigger6 = animelem = 21
trigger7 = animelem = 23
trigger8 = animelem = 25
trigger9 = animelem = 27
attr = S, NA                     
damage    = 10                   
;animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 3,300                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
;ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0

[State 6001, 1]
type = null; hitdef
trigger1 = animelem = 28
trigger2 = animelem = 30
trigger3 = animelem = 32
trigger4 = animelem = 34
trigger5 = animelem = 36
attr = S, NA                     
damage    = 10                   
;animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 3,300                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
;ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0

[State 6001, 2]
type = changestate
trigger1 = animtime = 0
value = 6002
ctrl = 0

;Go Back
[Statedef 6002]
type = S
physics = S
anim = 6004
ctrl = 0
velset = 3,0

[State 6002, 1]
type = veladd
trigger1 = time = 0
x = -4
y = 0

[State 6000, 1]
type = velset
trigger1 = time > 0
x = -7
y = 0

[State 6002, 2]
type = changestate
trigger1 = animtime = 0
value = 6003
ctrl = 0

;Fireballs
[Statedef 6003]
type = S
movetype = A
physics = S
anim = 6002
ctrl = 0

[State 2070, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
trigger12 = animelem = 14
trigger13 = animelem = 15
trigger14 = animelem = 16
trigger15 = animelem = 17
trigger16 = animelem = 18
trigger17 = animelem = 19
trigger18 = animelem = 20
trigger19 = animelem = 21
trigger20 = animelem = 22
trigger21 = animelem = 23
trigger22 = animelem = 24
trigger23 = animelem = 25
trigger24 = animelem = 26
trigger25 = animelem = 27
trigger26 = animelem = 28
projanim = 4072
projremanim = 4072
projhitanim = 4072
offset = 45, -35
velocity = 8, 0
attr = S, NA
damage    = 7
animtype = Hard
getpower  = 0
givepower = 25
guardflag = MA
pausetime = 5,300
sparkxy = 0,-21
hitsound   = S4085,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = 0
palfx.time = 70
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 15
palfx.mul = 250,170,4

[State 6003, 1]
type = changestate
trigger1 = animtime = 0
value = 6004
ctrl = 0

;Go Forward
[Statedef 6004]
type = S
physics = S
anim = 6020
ctrl = 0
velset = 4,0

[State 6004, 1]
type = veladd
trigger1 = time = 0
x = 8
y = 0

[State 6000, 1]
type = velset
trigger1 = time > 0
x = 9
y = 0

[State 6000, 2]
type = changestate
trigger1 = p2bodydist x = 0
value = 6005

;Beat 2
[Statedef 6005]
type = S
movetype = A
physics = S
anim = 6003
ctrl = 0
juggle = 1
velset = 0,0,0

[State 6001, 1]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 12
trigger8 = animelem = 14
trigger9 = animelem = 16
trigger10 = animelem = 17
trigger11 = animelem = 19
trigger12 = animelem = 21
trigger13 = animelem = 23
trigger14 = animelem = 25
trigger15 = animelem = 27
trigger16 = animelem = 28
trigger17 = animelem = 30
trigger18 = animelem = 32
trigger19 = animelem = 34
trigger20 = animelem = 36
attr = S, NA                     
damage    = 20                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 1,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
kill = 0

[State 6001, 2]
type = changestate
trigger1 = animtime = 0
value = 6008
ctrl = 0


;Go Back
[Statedef 6006]
type = S
physics = S
anim = 6004
ctrl = 0
velset = 3,0

[State 6006, 1]
type = veladd
trigger1 = time = 0
x = -4
y = 0

[State 6000, 1]
type = velset
trigger1 = time > 0
x = -7
y = 0


[State 6006, 2]
type = changestate
trigger1 = time = 27
value = 6007
ctrl = 0

;Blast
[Statedef 6007]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0,0
anim = 6005

[State 2010, 1]
type = HitDef
triggerall = var(1) = 0
trigger1 = Time = 0
attr = S, HA

[State 2010, 5]
type = removeexplod
trigger1 = time = 47
ID = 6011

[State 2010, 4]
type = explod
trigger1 = time = 0
ID = 6011
anim = 6011
pos = 0,-90
postype = back
supermovetime = 47
sprpriority = -3
removetime = 47

[State 2010, 2]
type = explod
trigger1 = Time = 0
anim = 4086
ID = 4086
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
trigger1 = Time = 15
anim = 4086
ID = 4086
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
trigger1 = Time = 27
anim = 4086
ID = 4086
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2010, 2]
type = explod
trigger1 = animelem = 2
anim = 6012
ID = 6012
pos = -60, -90
postype = back
sprpriority = -3
removetime = 250

[State 2010, 2]
type = SuperPause
trigger1 = time = 0
movetime = 47
time = 47
pos = 10, -50

[State 2010, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 2010, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 2010, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
time = 5

[State 2010, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2040, 0
volume = 100
channel = 19

[State 2010, 7]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 4085
projanim = 4085
projremanim = 4085
offset = 30, -50
velocity = 0, 0
projremovetime = 155
projhits = (45)
projpriority = 9999
projmisstime = 3
; HitDef part of projectile info
attr = S, HP
damage    = 35,7
animtype  = Medium
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,5
sparkno = -1
hitspark = -1
hitsound   = S4085,0
guardsound = -1
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -7,-10
airguard.velocity = -7,0
air.type = Low
air.velocity = -10,-10
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 30
palfx.add = 66,254,196
palfx.sinadd = 250,10,4, 12
palfx.mul = 250,250,68

[State 6007, 10]
type = envshake
trigger1 = projcontact4085 = 1
time = 10
freq = 100
ampl = -6

[State 6007, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Beat 3
[Statedef 6008]
type = S
movetype = A
physics = S
anim = 6003
ctrl = 0
juggle = 1
velset = 0,0,0

[State 6008, 1]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 12
trigger8 = animelem = 14
trigger9 = animelem = 16
trigger10 = animelem = 17
trigger11 = animelem = 19
trigger12 = animelem = 21
trigger13 = animelem = 23
trigger14 = animelem = 25
trigger15 = animelem = 27
trigger16 = animelem = 28
trigger17 = animelem = 30
trigger18 = animelem = 32
trigger19 = animelem = 34
trigger20 = animelem = 36
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 1,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
kill = 0

[State 6008, 2]
type = changestate
trigger1 = animtime = 0
value = 6006
ctrl = 0
;----------------------------------------------------------
;2nd Meteor Attack
[Statedef 6050]
type = S
movetype = A
physics = S
anim = 6050
ctrl = 0
velset = 0,0,0
poweradd = -3000

[State 2010, 2]
type = explod
trigger1 = Time = 0
anim = 4086
ID = 4086
pos = -200, 30
postype = back
sprpriority = -2
vel = 12, 0
accel = 0, 0
supermovetime = 15
removetime = 15

[State 2010, 2]
type = explod
trigger1 = Time = 15
anim = 4086
ID = 4086
pos = 0, 30
postype = back
sprpriority = -2
vel = 3, 0
accel = 0, 0
supermovetime = 12
removetime = 12

[State 2010, 2]
type = explod
trigger1 = Time = 27
anim = 4086
ID = 4086
pos = 40, 30
postype = back
sprpriority = -2
vel = 0, 0
accel = 0, 0
supermovetime = 20
removetime = 20

[State 2010, 2]
type = SuperPause
trigger1 = time = 0
movetime = 47
time = 47
pos = 10, -50
anim = 102

[State 2010, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 2070, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
projanim = 4072
projID = 6050
projremanim = 4072
projhitanim = 4072
offset = 45, -35
velocity = 7, 0
attr = S, NA
damage    = 7
animtype = Hard
getpower  = 0
givepower = 25
guardflag = MA
pausetime = 5,300
sparkxy = 0,-21
hitsound   = S4085,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
p2facing = 1
p2stateno = 6053
p2getp1state = 6053
kill = 0
palfx.time = 70
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 15
palfx.mul = 250,170,4

[State 6050, 2]
type = changestate
trigger1 = projhit6050 = 1 
value = 6051
ctrl = 0

[State 6050, 2]
type = changestate
trigger1 = animtime = 0 
value = 0
ctrl = 1


;Charge And Run
[Statedef 6051]
type = S
movetype = A
physics = S
anim = 6051
ctrl = 0
velset = 0,0,0

[State 6051, 1]
type = playsnd
trigger1 = time = [0,86]
value = 740,0

[State 6051, 1]
type = velset
trigger1 = time > 88
x = 7
y = 0

[State 6051, 1]
type = veladd
trigger1 = time > 88
x = 5
y = 0

[State 6051, 1]
type = velmul
trigger1 = time > 88
x = 1.3
y = 0

[State 6051, 2]
type = changestate
trigger1 = p2bodydist x <= 10
value = 6052
ctrl = 0

[State 6051, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0


;P2 Get Hit 1
[Statedef 6053]
type = S
physics = S
ctrl = 0
velset = 0,0,0

[State 6053, 1]
type = changeanim2
trigger1 = time = 0
value = 6053

[State 6053, 2]
type = posset
trigger1 = time = 0
y = 0

[State 6053, 2]
type = changestate
trigger1 = p2bodydist x <= 10
value = 6054
ctrl = 0

;P2 Get Hit
[Statedef 6054]
type = S
physics = S
ctrl = 0
velset = 0,0,0

[State 6013, 1]
type = changeanim2
trigger1 = time = 0
value = 6014

[State 6013, 2]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
anim = F0
pos = 15,-50
vel = 0,0
sprpriority = 4
removetime = 30

[State 6013, 2]
type = lifeadd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
value = -10
kill = 0

[State 6013, 3]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
value = F5,0

;Beat Once
[Statedef 6052]
type = S
movetype = A
physics = S
anim = 6052
ctrl = 0
velset = 0,0,0

[State 6052, 1]
type = hitadd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 12
trigger9 = animelem = 13
trigger10 = animelem = 14
trigger11 = animelem = 15
trigger12 = animelem = 16
trigger13 = animelem = 17
trigger14 = animelem = 18
trigger15 = animelem = 19
trigger16 = animelem = 20
trigger17 = animelem = 21
trigger18 = animelem = 22
trigger19 = animelem = 23
trigger20 = animelem = 24
trigger21 = animelem = 25
trigger22 = animelem = 26
trigger23 = animelem = 27
trigger24 = animelem = 28
value = 1

[State 6052, 2]
type = changestate
trigger1 = animtime = 0
value = 6055
ctrl = 0

;Go Back
[Statedef 6055]
type = S
physics = S
anim = 6004
ctrl = 0
velset = 3,0

[State 6055, 1]
type = veladd
trigger1 = time = 0
x = -4
y = 0

[State 6055, 1]
type = velset
trigger1 = time > 0
x = -7
y = 0

[State 6055, 2]
type = changestate
trigger1 = animtime = 0
value = 6056
ctrl = 0

;Fireballs
[Statedef 6056]
type = S
movetype = A
physics = S
anim = 6002
ctrl = 0

[State 2070, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
trigger12 = animelem = 14
trigger13 = animelem = 15
trigger14 = animelem = 16
trigger15 = animelem = 17
trigger16 = animelem = 18
trigger17 = animelem = 19
trigger18 = animelem = 20
trigger19 = animelem = 21
trigger20 = animelem = 22
trigger21 = animelem = 23
trigger22 = animelem = 24
trigger23 = animelem = 25
trigger24 = animelem = 26
trigger25 = animelem = 27
trigger26 = animelem = 28
projanim = 4072
projremanim = 4072
projhitanim = 4072
offset = 45, -35
velocity = 8, 0
attr = S, NA
damage    = 7
animtype = Hard
getpower  = 0
givepower = 25
guardflag = MA
pausetime = 5,300
sparkno = S6068
sparkxy = 40,40
hitsound   = S6060,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = 0
palfx.time = 70
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 15
palfx.mul = 250,170,4

[State 6054, 1]
type = changestate
trigger1 = animtime = 0
value = 6057
ctrl = 0

;Go Forward
[Statedef 6057]
type = S
physics = S
anim = 6020
ctrl = 0
velset = 4,0

[State 6055, 1]
type = veladd
trigger1 = time = 0
x = 8
y = 0

[State 6055, 1]
type = velset
trigger1 = time > 0
x = 9
y = 0

[State 6055, 2]
type = changestate
trigger1 = p2bodydist x = 0
value = 6058

;Beat 2
[Statedef 6058]
type = S
movetype = A
physics = S
anim = 6003
ctrl = 0
juggle = 1
velset = 0,0,0

[State 6001, 1]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 12
trigger8 = animelem = 14
trigger9 = animelem = 16
trigger10 = animelem = 17
trigger11 = animelem = 19
trigger12 = animelem = 21
trigger13 = animelem = 23
trigger14 = animelem = 25
trigger15 = animelem = 27
trigger16 = animelem = 28
trigger17 = animelem = 30
trigger18 = animelem = 32
trigger19 = animelem = 34
trigger20 = animelem = 36
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 1,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
kill = 0

[State 6001, 2]
type = changestate
trigger1 = animtime = 0
value = 6059
ctrl = 0

;Beat 3
[Statedef 6059]
type = S
movetype = A
physics = S
anim = 6003
ctrl = 0
juggle = 1
velset = 0,0,0

[State 6001, 1]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 12
trigger8 = animelem = 14
trigger9 = animelem = 16
trigger10 = animelem = 17
trigger11 = animelem = 19
trigger12 = animelem = 21
trigger13 = animelem = 23
trigger14 = animelem = 25
trigger15 = animelem = 27
trigger16 = animelem = 28
trigger17 = animelem = 30
trigger18 = animelem = 32
trigger19 = animelem = 34
trigger20 = animelem = 36
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 1,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
kill = 0

[State 6001, 2]
type = changestate
trigger1 = animtime = 0
value = 6060
ctrl = 0

;Beat 4
[Statedef 6060]
type = S
movetype = A
physics = S
anim = 6003
ctrl = 0
juggle = 1
velset = 0,0,0

[State 6001, 1]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 12
trigger8 = animelem = 14
trigger9 = animelem = 16
trigger10 = animelem = 17
trigger11 = animelem = 19
trigger12 = animelem = 21
trigger13 = animelem = 23
trigger14 = animelem = 25
trigger15 = animelem = 27
trigger16 = animelem = 28
trigger17 = animelem = 30
trigger18 = animelem = 32
trigger19 = animelem = 34
trigger20 = animelem = 36
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 1,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
kill = 0

[State 6001, 2]
type = changestate
trigger1 = animtime = 0
value = 6061
ctrl = 0

;Kick Up
[Statedef 6061]
type = S
movetype = A
physics = S
anim = 6061
ctrl = 0

[State 6061, 1]
type = hitdef
trigger1 = animelem = 2
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 3,5                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 300             
ground.velocity = 0, -9             
air.velocity = 0,0
p1stateno = 6062
p2stateno = 6069
p2getp1state = 6069
p2facing = 1
kill = 0
fall = 1

;P2 Go Up
[Statedef 6069]
type = S
physics = S
ctrl = 0

[State 6069, 1]
type = changeanim2
trigger1 = time = 0
value = 6069

[State 6069, 2]
type = velset
trigger1 = time > 0
x = 0
y = -5

[State 6069, 3]
type = veladd
trigger1 = time = 0
x = 0
y = -3

[State 6069, 4]
type = velmul
trigger1 = time = 0
x = 0
y = 1.2


;Go Up
[Statedef 6062]
type = S
physics = S
anim = 6062

[State 6062, 1]
type = veladd
trigger1 = time = 4
x = 0
y = -6

[State 6062, 2]
type = velmul
trigger1 = time = 4
x = 0
y = 1.3

[State 6062, 3]
type = changestate
trigger1 = time = 26
value = 6063
ctrl = 0

;Air Combo
[Statedef 6063]
type = S
movetype = A
physics = S
anim = 6063
ctrl = 0
velset = 0,0,0

[State 6063, 1]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
trigger10 = animelem = 20
trigger11 = animelem = 22
trigger12 = animelem = 24
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 5,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
air.hittime = 300
kill = 0
air.cornerpush.veloff = 0

[State 6063, 2]
type = changestate
trigger1 = animtime = 0
value = 6064
ctrl = 0

;Last Hit
[Statedef 6064]
type = S
movetype = A
physics = S
anim = 6064
ctrl = 0

[State 6064, 1]
type = hitdef
trigger1 = animelem = 2
attr = S, NA                     
damage    = 10                   
animtype = Hard                 
hitflag = MAF                    
priority = 3
pausetime = 5,300                  
sparkno = 0                   
sparkxy = -10,-70                
hitsound = S5,0                   
guardsound = 6,0                 
ground.type = High              
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = 0, 0             
air.velocity = 0,0
air.hittime = 300
kill = 0
air.cornerpush.veloff = 0
p1stateno = 6066
p2stateno = 6065
p2getp1state = 6065
p2facing = 1

;P2 Get Hit
[Statedef 6065]
type = S
physics = S
ctrl = 0

[State 6065, 1]
type = changeanim2
trigger1 = time = 0
value = 6065

;Final Blow
[Statedef 6066]
type = S
movetype = A
physics = S
anim = 6066
ctrl = 0

[State 6066, 1]
type = projectile
trigger1 = animelem = 1
projanim = 6067
offset = 34, -27
projhitanim = 6067
attr = S, NA
damage    = 800
animtype = Hard
getpower  = 0
givepower = 25
guardflag = MA
pausetime = 3,3
sparkno = S6068
sparkxy = 0,0
hitsound   = S6070,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10, -20
air.velocity = -10, -20
fall = 1

[State 6066, 2]
type = changestate
trigger1 = time = 118
value = 50
ctrl = 0


;------------------------------------------------
;Devide
[Statedef 770]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0,0

[State 770, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 770

[State 770, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4770

[State 770, 1]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 4
anim = F100
sprpriority = 3
pos = 33,-54

[State 770, 1]
type = explod
trigger1 = animelem = 3
anim = F100
sprpriority = 3
pos = 48,-59

[State 770, 3]
type = projectile
triggerall = var(1) = 0
trigger1 = animelem = 4
projanim = 1005
projhitnaim = 1005
projremanim = 1005
offset = 33, -54
velocity = 4,0
acell = 0,0
attr = S, NA
damage    = 20
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 770, 3]
type = projectile
triggerall = var(1) = 0
trigger1 = animelem = 4
projanim = 1005
projhitnaim = 1005
projremanim = 1005
offset = 33, -64
velocity = 2, -1 
velmul = 1.02, -.61
accel = .1, -.40
attr = S, NA
damage    = 20
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 770, 3]
type = projectile
triggerall = var(1) = 0
trigger1 = animelem = 4
projanim = 1005
projhitnaim = 1005
projremanim = 1005
offset = 33, -44
velocity = 2, 1 
velmul = 1.01, .61
accel = .1, .31
attr = S, NA
damage    = 20
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 770, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 4
projanim = 2071
projhitnaim = 2071
projremanim = 2071
offset = 33, -54
velocity = 4,0
acell = 0,0
attr = S, NA
damage    = 30
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 10
palfx.mul = 250,170,4

[State 770, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 4
projanim = 2071
projhitnaim = 2071
projremanim = 2071
offset = 33, -64
velocity = 2, -1 
velmul = 1.02, -.61
accel = .1, -.40
attr = S, NA
damage    = 30
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 10
palfx.mul = 250,170,4

[State 770, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 4
projanim = 2071
projhitnaim = 2071
projremanim = 2071
offset = 33, -44
velocity = 2, 1 
velmul = 1.01, .61
accel = .1, .31
attr = S, NA
damage    = 30
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 10
palfx.mul = 250,170,4

[State 770, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------
;Triple Fireball
[Statedef 780]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0,0

[State 770, 1]
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
value = 770

[State 770, 2]
type = playsnd
triggerall = var(1) = 0
trigger1 = time = 0
value = 80,2

[State 770, 2]
type = playsnd
triggerall = var(1) = 1
trigger1 = time = 0
value = 80,2

[State 770, 1]
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 4770

[State 770, 3]
type = projectile
triggerall = var(1) = 0
trigger1 = animelem = 2 || animelem = 3 || animelem = 4
projanim = 1005
projhitnaim = 1005
projremanim = 1005
offset = 33, -44
velocity = 5,0
acell = 0,0
attr = S, NA
damage    = 20
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 770, 3]
type = projectile
triggerall = var(1) = 1
trigger1 = animelem = 2 || animelem = 3 || animelem = 4
projanim = 2071
projhitnaim = 2071
projremanim = 2071
offset = 33, -44
velocity = 8,0
acell = 0,0
attr = S, NA
damage    = 30
animtype = Hard
getpower  = 50
givepower = 25
guardflag = MA
pausetime = 7,8
sparkxy = -10,-51
hitsound   = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4
palfx.time = 20
palfx.add = 250,90,4
palfx.sinadd = 254,254,252, 10
palfx.mul = 250,170,4

[State 780, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Bukuu Jutsu (Flying Start)
[Statedef 1500]
type = A
movetype = I
physics = A
ctrl = 0

[State 1500, VelAddY]
type = VelAdd
trigger1 = Time = 0
y = -10

[State 1500, ChangeAnim1]
type = ChangeAnim
triggerall = Var(1) = 0
trigger1 = Time = 0
value = 1510

[State 1500, ChangeAnim2]
type = ChangeAnim
triggerall = Var(1) = 1
trigger1 = Time = 0
value = 4510

[State 1500, AfterImage]
type = AfterImage
Trigger1 = time = 1
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 10

[State 1500, Fly]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1510
ctrl = 1

;---------------------------------------------------------------------------
;晳嬻弍
;Bukuu Jutsu
[Statedef 1510]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State 1510, VarSet]
type = VarSet
Trigger1 = Time = 0
var(3) = 1

[State 1510, Guard]
type = ChangeState
triggerall = P2MoveType = A
triggerall = P2BodyDist X < 60
trigger1 = Command = "holdback"
trigger2 = Command = "BB"
value = 130

;掆巭
[State 1510, Stop1]
type = VelSet
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = var(2) = 0
Trigger2 = Pos Y < -405
x = 0
y = 0

[State 1510, Stop2]
type = ChangeAnim
trigger1 = Var(1) = 0
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = Anim != 1510
value = 1510

[State 1510, Stop2]
type = ChangeAnim
trigger1 = Var(1) = 1
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = Anim != 4510
value = 4510

;僼儚僼儚
[State 1510,fuwavar(1)]
type = VarSet
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = var(2) != 2
Trigger2 = var(2) = 2
Trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 1510,fuwavar(2)]
type = VarSet
Triggerall = var(2) = 1
Trigger1 = Vel Y <= -2.4
Trigger2 = P2BodyDist Y > 250
Trigger2 = Vel Y < 0
v = 2
value = 2

[State 1510,fuwaUp]
type = VelAdd
Trigger1 = var(2) = 1
y = -0.3

[State 1510,fuwaDown]
type = VelAdd
Trigger1 = var(2) = 2
y = 0.3

[State 1510,fuwaEnd]
type = VelSet
Triggerall = var(2) != 0
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
y = 0

[State 1510,fuwaEndVar]
type = VarSet
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
v = 2
value = 0

;崅偝偺尷奅
[State 1510, UpBorder1]
type = PosSet
Trigger1 = Pos Y < -250
y = -250

[State 1510, UpBorder2a]
type = PosAdd
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 1

[State 1510, UpBorder2b]
type = VelSet
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 0

;僟僢僔儏暘恎
[State 1510, Runeffect]
type = AfterImage
Trigger1 = Command = "FF"
Trigger1 = Vel X < 8.6
Trigger2 = Command = "BB"
Trigger2 = Vel X > -7
Trigger3 = Command = "DD"
Trigger3 = Vel Y < 8.6
Trigger4 = Command = "UU"
Trigger4 = Vel Y > -7
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 10

;僟僢僔儏慜
[State 1510, RunFwd]
type = VelSet
Trigger1 = Command = "FF"
Trigger1 = Vel X < 8.6
x = 8.6

;僟僢僔儏屻
[State 1510, RunBack]
type = VelSet
Trigger1 = Command = "BB"
Trigger1 = Vel X > -7
x = -7

;僟僢僔儏壓
[State 1510, RunDown]
type = VelSet
Trigger1 = Command = "DD"
Trigger1 = Vel Y < 8.6
y = 8.6

;僟僢僔儏忋
[State 1510, RunUp]
type = VelSet
Trigger1 = Command = "UU"
Trigger1 = Vel Y > -7
y = -7

;壓崀
[State 1510, GoDown1]
type = VelAdd
Trigger1 = command = "holddown"
y = 0.4

[State 1510,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = Vel Y < 0 
y = 0

;忋徃
[State 1510, GoUp1]
type = VelAdd
Trigger1 = command = "holdup"
y = -0.3

[State 1510,GoUp2]
type = VelSet
Trigger1 = command = "holdup"
Trigger1 = Vel Y > 0 
y = 0

[State 1510, GoUpAnim]
type = ChangeAnim
trigger1 = Var(1) = 0
Trigger1 = Anim != 100
Trigger1 = command = "holdup"
value = 100

[State 1510, GoUpAnim]
type = ChangeAnim
trigger1 = Var(1) = 1
Trigger1 = Anim != 3100
Trigger1 = command = "holdup"
value = 3100

;屻戅
[State 1510, GoBack1]
type = VelAdd
Trigger1 = command = "holdback"
x = -0.3

[State 1510,GoBack2]
type = VelSet
Trigger1 = command = "holdback"
Trigger1 = Vel X > 0 
x = 0

[State 1510, GoBackAnim]
type = ChangeAnim
triggerall = Var(1) = 0
Triggerall = Anim != 105
Trigger1 = command = "holdback"
Trigger2 = command = "holddown"
value = 1511

[State 1510, GoBackAnim]
type = ChangeAnim
triggerall = Var(1) = 1
Triggerall = Anim != 3105
Trigger1 = command = "holdback"
Trigger2 = command = "holddown"
value = 4511

;慜恑
[State 1510, GoFwd1]
type = VelAdd
Trigger1 = command = "holdfwd"
x = 0.4

[State 1510,GoFwd2]
type = VelSet
Trigger1 = command = "holdfwd"
Trigger1 = Vel X < 0 
x = 0

[State 1510, GoFwdAnim]
type = ChangeAnim
trigger1 = Var(1) = 0
Trigger1 = Anim != 100
Trigger1 = command = "holdfwd"
value = 100

[State 1510, GoFwdAnim]
type = ChangeAnim
trigger1 = Var(1) = 1
Trigger1 = Anim != 3100
Trigger1 = command = "holdfwd"
value = 3100

;曽岦揮姺
[State 1510, Turn]
type = Turn
Trigger1 = P2Dist X < 0

;拝抧
[State 1510, Land1]
type = ChangeState
Trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1510, Land2]
type = ChangeState
triggerall = Command = "holdx"
triggerall = Command = "holdy"
trigger1 = Command = "holdup"
trigger2 = Command = "holddown"
trigger3 = Command = "holdback"
trigger4 = Command = "holdfwd"
value = 50
ctrl = 1

;彑-榿A攕-k
[State 2000, WinLose]
type = ChangeState
Trigger1 = Win
Trigger2 = Lose
value = 50

;---------------------------------------------------------------------------------------------------------
;Bug Correct
[Statedef -2]

[State -2, 1]
type = lifeadd
trigger1 = time = 0
trigger1 = roundstate = 4 && life = 1000
value = -1



