[Statedef 1520]
type    = S
movetype= A
physics = N
juggle  = 5;8
poweradd= -1000 ;Level 1
ctrl = 0
velset = 0
anim = 1520

[State 1520 , 1]
type = SuperPause
trigger1 = Time = 1
pos = -30, -69

[State 1520 , 2]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 1520 , 3]
type = NotHitBy
Trigger1 = Time = 1
value = SCA
time = 1

[State 1520 , 4]
type = NotHitBy
Trigger1 = Time = 2
value = C, NA, AT, NP
time = 7

[State 1520 , 2]
type = AfterImage
trigger1 = Time = 1
time = 32
TimeGap  = 1
FrameGap = 4
trans = add1


[State 1520 , 2]
type = Width
Trigger1 = AnimElem = 4, [0,10]
persistent = 2
edge = 50

[State 1520 , 2]
type = VelSet
trigger1 = AnimElem = 2, [6,16]
x = 8

[State 1520 , 2]
type = VelMul
trigger1 = Time >= 0
x = .92

[State 1520 , 2]
type = VelMul
trigger1 = AnimElem = 4, >10
x = .8

[State 1520 , 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
getpower = 0
damage    = 31, 2
hitflag   = MAFP
guardflag = MA
priority = 6
pausetime = 10,8
sparkxy =  -5,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -3   
air.velocity = -3,0
mindist = 50
forcestand = 1

[State 1520 , 5]
type = HitDef
trigger1 = AnimElem = 4, [1,11]
persistent = 2
attr = S, HA
animtype  = Medium
damage    = 31, 2
getpower  = 0
givepower = 40
hitflag   = MAFP
guardflag = MA
priority = 6
pausetime = 10,8
sparkxy =  -5,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -1.5   
air.velocity = -1.5,-.7
mindist = 70
fall = 1

[State 1520 , 6]
type = HitDef
trigger1 = AnimElem = 4, 13
attr = S, HA
animtype  = Medium
damage    = 58, 4
getpower  = 0
hitflag   = MAFP
guardflag = MA
priority = 6
pausetime = 15,15
sparkxy =  -5,-75
p2stateno = 1525
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -5.2     
air.velocity = -4.8,-10;-6.1
mindist = 73
fall = 1
fall.damage = 47

[State 1520 , 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1520 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------
[Statedef 1525]
type    = A
movetype= H ;Get hit
physics = N

[State 1525 , 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1525 , 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1525

[State 1525 , 2]
type = ChangeState
Trigger1 = HitShakeOver = 1
value = 1526
;----------------------------------------------------------------
[Statedef 1526]
type    = A
movetype= H ;Get hit
physics = N

[State 1526 , 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1526 , 2]
type = VelAdd
Trigger1 = Time >= 0
y = .41

[State 1526 , 4]
type = AngleSet
Trigger1 = Time = 0
value = 0

[State 1526 , 5]
type = AngleAdd
Trigger1 = Time >= 0
value = 22.5

[State 1526 , 6]
type = AngleDraw
aTrigger1 = Time >= 0
trigger1 = Pos Y <= 10

[State 1526 , 7]
type = EnvShake
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 10
time = 15
ampl = -3
freq = 90
phase = 90

[State 1526 , 8]
type = SelfState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 10
value = 5100
;----------------------------------------------------------------
[Statedef 1510]
type    = A
movetype= A
physics = N
poweradd= -1000
velset = 0,0,0
ctrl = 0
anim = 1510
juggle = 5

[State 1510 , 1]
type = NotHitBy
Trigger1 = Time = 2
value = SCA
time = 1

[State 1510 , 2]
type = NotHitBy
Trigger1 = Time = 3
value = , NA, NT, SA, ST
time = 7

[State 1510 , 3]
type = SuperPause
trigger1 = Time = 2
pos = 17, -95

[State 1510 , 4]
type = PlaySnd
trigger1 = Time = 2
value = F20,0

[State 1510 , 5]
type = AfterImage
trigger1 = AnimElem = 2, -1
time = 75
trans = add1

[State 1510 , 6]
type = VelMul
trigger1 = AnimElem = 6, < 0
x = .85

[State 1510 , 6]
type = Width
Trigger1 = Time = 0
edge = 25,0

[State 1510 , 7]
type = PlaySnd
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 11
value = 1,3 ;Somersault

[State 1510 , 8]
type = PlaySnd
Trigger1 = AnimElem = 18
value = 5,0 ;Somersault!!

[State 1510 , 9]
type = PlaySnd
Trigger1 = AnimElem = 4,3
Trigger2 = AnimElem = 11,3
Trigger3 = AnimElem = 18,3
value = 0,3

[State 1510 , 10]
type = Width
Trigger1 = AnimElem = 3
edge = 50,0
player = 10,0

[State 1510 , 8]
type = Width
Trigger1 = AnimElem = 6
Trigger1 = MoveContact = 1
Trigger2 = AnimElem = 13
Trigger2 = MoveContact = 1
Trigger3 = AnimElem = 20
Trigger3 = MoveContact = 1
edge = 70,0
player = 15,0

[State 1510 , 10]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage   = 35, 4
getpower  = 0
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 2,3
sparkxy = -15,-45
hitsound   = 5,2
guardsound = 6,0
mindist = 55
ground.type = Low
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
down.velocity = -7,0
down.hittime = 20

[State 1510 , 4]
type = HitDef
trigger1 = AnimElem = 6, [0,1]
trigger2 = AnimElem = 13,[0,2]
attr = S, HA
damage    = 19, 2
getpower  = 0
animtype = Med
getpower  = 0
hitflag = MAFD
guardflag = MA
pausetime = 2,5
sparkxy = -15,-56
hitsound   = 5,2
guardsound = 6,0
maxdist = 105
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -6
air.fall = 1
forcestand = 1
down.velocity = -7,0
down.hittime = 20

[State 1510 , 5]
type = HitDef
trigger1 = AnimElem = 20, [0,2]
attr = S, HA
damage    = 16, 2
getpower  = 0
animtype = Med
getpower  = 20
givepower = 25
guardflag = MA
pausetime = 2,5
sparkxy = -15,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -6
air.fall = 1
forcestand = 1

[State 1510 , 6]
type = HitDef
trigger1 = AnimElem = 20, 3
attr = S, HA
damage    = 90, 8
getpower  = 0
animtype = Med
guardflag = MA
pausetime = 6,10
sparkxy = -15,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -3,-8    
air.velocity = -3,-9.5
guard.velocity = -7
fall = 1
forcestand = 1

[State 1510 , 7]
type = AngleDraw
trigger1 = AnimElem = 6, [0,2]
trigger2 = AnimElem = 13,[0,3]
trigger3 = AnimElem = 20,[0,3]

[State 1510 , 8]
type = AngleSet
trigger1 = AnimElem = 6 
trigger2 = AnimElem = 13
trigger3 = AnimElem = 20
value = 0

[State 1510 , 9]
type = AngleAdd
trigger1 = AnimElem = 6, [1,3]
trigger2 = AnimElem = 13,[1,3]
trigger3 = AnimElem = 20,[1,3]
value = 4

[State 1510 , 10]
type = PosAdd
trigger1 = AnimElem = 6, [1,3]
trigger2 = AnimElem = 13,[1,3]
trigger3 = AnimElem = 20,[1,3]
x = 3;6

[State 1510 , 10]
type = PosSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 16
y = 0

[State 1510 , 11]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 20
x = 1.5

[State 1510 , 11]
type = VelMul
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 20, < 0
x = .95

[State 1510 , 10]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
y = -3
[State 1510 , 10]
type = VelSet
trigger1 = AnimElem = 20
y = -8

[State 1510 , 10]
type = VelAdd
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 9, < 0
trigger2 = AnimElem = 13, >= 0
trigger2 = AnimElem = 16, < 0
y = .4

[State 1510 , 4]
type = VelAdd
trigger1 = AnimElem = 20, >= 0
y = .35

[State 1510 , 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = PosSet
y = 0

[State 1510 , 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = AnimElem = 20, > 0
type = ChangeState
value = 1052
;----------------------------------------------------------------
[Statedef 1600]
type    = A
movetype= A
physics = N
juggle =  2
poweradd= -2000

[State 1600 , 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1600 , 0]
type = SuperPause
trigger1 = AnimElem = 2
time = 30
pos = -5, -65

[State 1600 , 0]
type = AfterImage
trigger1 = AnimElem = 2
time = 32
trans = add1
palbright = 30,30,30
palcontrast = 220,120,120
palpostbright = 0,0,0
paladd = 25,10,10
palmul = .75,.65,.65

[State 1600 , 2]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 1600 , 2]
type = PlaySnd
trigger1 = Time = 0
value = F20,0

[State 1600 , 2]
type = VelSet
trigger1 = AnimElem = 2, [6,16]
x = 8

[State 1600 , 2]
type = VelMul
trigger1 = Time >= 0
x = .92

[State 1600 , 2]
type = VelMul
trigger1 = AnimElem = 4, >10
x = .8

[State 1600 , 2]
type = VelMul
trigger1 = Time >= 2
y = .9

[State 1600 , 2]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1600 , 3]
type = ChangeAnim
trigger1 = Time = 0
value = 1600

[State 1600 , 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 0  ;3,1
getpower  = 0
guardflag = MA
priority = 6
pausetime = 5,3
sparkxy =  0,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -3   
air.type        = HITA_UP
air.velocity = -3,0
mindist = 50, -12
maxdist = 100, -12

[State 1600 , 5]
type = HitDef
trigger1 = AnimElem = 4, [1,11]
persistent = 2
attr = S, HA
damage    = 0;3,1
getpower  = 0
guardflag = MA
priority = 6
pausetime = 5,3
sparkxy =  0,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -1.5   
air.type        = HITA_UP
air.velocity = -1.5,-.7
mindist = 70, -20
maxdist = 100, -20
fall = 1

[State 1600 , 6]
type = HitDef
trigger1 = AnimElem = 4, 13
attr = S, HA
damage    = 0;3,2
getpower  = 0
guardflag = MA
priority = 6
pausetime = 10,10
sparkxy =  0,-75
p2stateno = 1525
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = 5.2     
guard.velocity = -5
air.velocity = 5.2,-6.2
airguard.velocity = -4   
mindist = 73
fall = 1

[State 1600 , 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1600 , 7]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1600 , 7]
type = VarSet
trigger1 = AnimTime >= -8
trigger1 = MoveHit = 1
trigger1 = Command = "tatsumaki_z"
v = 1
value = 1

[State 1600 , 7]
type = ChangeState
trigger1 = var(1) = 1
trigger1 = AnimTime  = 0
value = 1601

[State 1600 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;----------------------------------------------------------------
[Statedef 1601]
type    = A
movetype= A
physics = N
poweradd= -1000

[State 1601 , 0]
type = SuperPause
trigger1 = Time = 0
pos = -5, -65

[State 1601 , 0]
type = PlaySnd
trigger1 = Time = 0
value = F20,0

[State 1601 , 0]
type = Turn
trigger1 = Time = 0

[State 1601 , 0]
type = AfterImageTime
trigger1 = Time = 0
time = 90

[State 1601 , 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1601 , 2]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 1601 , 2]
type = VelSet
trigger1 = AnimElem = 2, [6,16]
x = 8

[State 1601 , 2]
type = VelMul
trigger1 = Time >= 0
x = .92

[State 1601 , 2]
type = VelMul
trigger1 = AnimElem = 4, >10
x = .8

[State 1601 , 2]
type = VelMul
trigger1 = Time >= 2
y = .9

[State 1601 , 2]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1601 , 3]
type = ChangeAnim
trigger1 = Time = 0
value = 1600

[State 1601 , 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 0;3,1
getpower  = 0
guardflag = MA
priority = 6
pausetime = 5,3
sparkxy =  0,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -3   
air.type        = HITA_UP
air.velocity = -3,0
mindist = 65, -25
maxdist = 100, -25

[State 1601 , 5]
type = HitDef
trigger1 = AnimElem = 4, [1,11]
persistent = 4
attr = S, HA
damage    = 0;3,1
getpower  = 0
guardflag = MA
priority = 6
pausetime = 3,3
sparkxy =  0,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -1.5   
air.type        = HITA_UP
air.velocity = 0,-.7
mindist = 70, -15
maxdist = 100, -15
fall = 1

[State 1601 , 5]
type = HitDef
trigger1 = AnimElem = 4, [3,11]
persistent = 4
attr = S, HA
damage    = 0;3,1
getpower  = 0
guardflag = MA
priority = 6
pausetime = 3,3
sparkxy =  0,-75
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -1.5   
air.type        = HITA_UP
air.velocity = 0,-.7
mindist = 70, -25
maxdist = 100, -25
fall = 1

[State 1601 , 6]
type = HitDef
trigger1 = AnimElem = 4, 13
attr = S, HA
damage    = 0;3,2
getpower  = 0
guardflag = MA
priority = 6
pausetime = 10,10
sparkxy =  0,-75
p2stateno = 1525
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -5.2     
air.type        = HITA_UP
air.velocity = 4.8,-6
mindist = 73, -17
maxdist = 100, -17
fall = 1

[State 1601 , 6]
type = Turn
trigger1 = AnimTime = -5

[State 1601 , 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = HitCount > 0
value = 1603

[State 1601 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;----------------------------------------------------------------
[Statedef 1603]
number = 5
type    = S
movetype= A
velset = 0,0,0
anim = 1601

[State 1603 , 3]
type = HitDef
trigger1 = Time = 4
attr = A, HA
damage    = 0;3,2
getpower  = 0
guardflag = MA
pausetime = 4,4
sparkxy = 0,-53
hitsound = 5,2                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5   
air.type        = HITA_UP
air.velocity = -1.2,-3
fall = 1
fall.recover = 0

[State 1603 , 8]
type = ChangeState
trigger1 = Time = 7
value = 1604
;----------------------------------------------------------------
[Statedef 1604]
number = 9
type   = A
movetype = A

[State 1604 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 5

[State 1604 , 3]
type = VelSet
trigger1 = Time = 0
x = 1
y = -8

[State 1604 , 4]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1604 , 5]
type = VelMul
trigger1 = Time >= 0
x = .99

[State 1604 , 6]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 1604 , 6]
type = HitDef
trigger1 = Time = 0
attr = A, HA
damage    = 0;3,2
getpower  = 0
guardflag = MA
pausetime = 4,4
sparkxy = 10,-63
hitsound = 5,2                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.type        = HITA_UP
air.velocity = -1.2,-5
fall = 1
fall.recover = 0

[State 1604 , 7]
type = HitDef
trigger1 = Time = 8
attr = A, HA
damage    = 0;3,2
getpower  = 0
guardflag = MA
pausetime = 12,10
sparkxy = 10,-53
hitsound = 5,3                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.8   
air.type        = HITA_UP
air.velocity = -1.8,-6
fall = 1
fall.recover = 0

[State 1604 , 9]
trigger1 = Time = 15
trigger1 = HitCount > 0
type = ChangeState
value = 1605

[State 1604 , 9]
trigger1 = Time = 15
type = ChangeState
value = 50
;----------------------------------------------------------------
[Statedef 1605]
number = 11
type    = A
movetype= A
physics = N

[State 1605 , 0]
type = AfterImageTime
trigger1 = Time >= 0
time = 80

[State 1605 , 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1602

[State 1605 , 2]
type = VelAdd
trigger1 = Time = 0
x = 1.5

[State 1605 , 2]
type = VelSet
trigger1 = Time = 0
y = -4

[State 1605 , 2]
type = VelSet
trigger1 = Time = 22
y = 9

[State 1605 , 2]
type = VelAdd
trigger1 = Time = 12
y = 1

[State 1605 , 2]
type = VelAdd
trigger1 = Time >= 0
y = .32

[State 1605 , 2]
type = VelAdd
trigger1 = Time >= 12
y = .09

[State 1605 , 3]
type = HitDef
trigger1 = Time = 15
attr = A, HA
damage    = 0;3
getpower  = 0
guardflag = HA
pausetime = 7,6
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 22
ground.velocity = -2   
air.type        = HITA_UP
air.velocity = -2,-2

[State 1605 , 3]
type = HitDef
trigger1 = Time = 18
attr = A, HA
damage    = 0;4
getpower  = 0
guardflag = HA
pausetime = 8,7
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 22
ground.velocity = -2.5  
air.type        = HITA_UP
air.velocity = -2.5,9
air.juggle = 2
fall = 1
fall.xvelocity = 0
fall.yvelocity = 0
p2stateno = 1525

[State 1605 , 4]
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1606
;----------------------------------------------------------------
[Statedef 1606]
type    = S
movetype= A
physics = S

[State 1606 , 4]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1606 , 1]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1606 , 2]
type = ChangeAnim
Trigger1 = Time = 0
value = 1606

[State 1606 , 2]
type = PosAdd
Trigger1 = Time = 0
x = 10

[State 1606 , 3]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MAFD
snap = 20, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 1121
p2stateno = 1607
hitsound = 6,0
fall = 1
fall.damage = 999;39

[State 1606 , 5]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 1606 , 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------
[Statedef 1607]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0

[State 1607 , 0]
type = AfterImage
trigger1 = Time = 0
time = 160
TimeGap  = 1
FrameGap = 5
length = 30
trans = add1

[State 1607 , 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1607 , 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 1607 , 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1125

[State 1607 , 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 1607 , 3]
type = PosAdd
Trigger1 = Time = 15
x = 14

[State 1607 , 4]
type = Turn
Trigger1 = Time = 20

[State 1607 , 5]
type = PosAdd
Trigger1 = Time = 20
x = -52
y = -5

[State 1607 , 6]
type = PosAdd
Trigger1 = Time = 25
x = -19
y = 5

[State 1607 , 8]
type = PlaySnd
Trigger1 = Time = 25
value = F5, 4

[State 1607 , 8]
type = EnvShake
Trigger1 = Time = 27
time = 15
ampl = -3
freq = 90
phase = 90

[State 1607 , 6]
type = PosAdd
Trigger1 = Time = 55
x = 90

[State 1607 , 6]
type = PosAdd
Trigger1 = Time = 60
x = 10
y = -10

[State 1607 , 8]
type = Turn
Trigger1 = Time = 60

[State 1607 , 8]
type = ChangeState
Trigger1 = Time = 60
value = 1608
;----------------------------------------------------------------
[Statedef 1608]
type    = A
movetype= H
physics = N

[State 1608 , 2]
type = VelSet
Trigger1 = Time = 0
x = -1.8
y = -16

[State 1608 , 3]
type = VelAdd
Trigger1 = Time >= 0
y = .35

[State 1608 , 4]
type = HitDef
trigger1 = Time = 0
attr = A, HA
damage    = 0
getpower  = 0
guardflag = MA
hitflag = MAF
priority = 2
pausetime = 60,60
sparkno = -0
hitsound   = 5,4
guardsound = 6,0
ground.type      = HITG_UP
ground.slidetime = 10
ground.hittime   = 15
ground.velocity  = -4    ;-4,-2.8
air.type         = HITA_UP
air.velocity = -4,11;-3.5,-3
fall = 1
fall.damage = 999
fall.yvelocity = -9

[State 1608 , 5]
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1609
;----------------------------------------------------------------
[Statedef 1609]
type    = L
movetype= H
physics = N

[State 1609 , 0]
type = ChangeAnim
Trigger1 = Time >= 0
value = 5100

[State 1609 , 1]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1609 , 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1609 , 3]
type = EnvShake
Trigger1 = Time = 0
time = 45
freq = 178
ampl = 60

[State 1609 , 3]
type = VelMul
Trigger1 = Time >= 0
x = 0.85

[State 1609 , 4]
type = HitFallDamage
trigger1 = Time = 0

[State 1609 , 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7, 0

[State 1609 , 5]
type = PlaySnd
Trigger1 = Time = 0
value = 0, 5

[State 1609 , 6]
type = ChangeState
Trigger1 = Time = 4
value = 1128
;----------------------------------------------------------------
[Statedef 1530]
type    = S
movetype= A
physics = N
juggle  = 1;10
poweradd= -1000
ctrl = 0
anim = 1530

[State 1530 , 1]
type = VelSet
trigger1 = Time = 2
x = 10
z = 0

[State 1530 , 2]
type = VelMul
trigger1 = AnimElem = 2, >= 0
x = .9

[State 1530 , 3]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1530 , 4]
type = SuperPause
trigger1 = Time = 1
pos = 7, -60
anim = 31

[State 1530 , 5]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 1530 , 6]
type = NotHitBy
Trigger1 = Time = 1
Trigger2 = MoveContact = 1
value = SCA
time = 1

[State 1530 , 7]
type = NotHitBy
Trigger1 = Time = 2
value = , NA, SA, AT
time = 3

[State 1530 , 8]
type = NotHitBy
Trigger1 = Time = 2
value2 = , AP
time = 6

[State 1530 , 2]
type = AfterImage
trigger1 = Time = 1
time = 45

[State 1530 , 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 8,8
sparkxy = -12,-90
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -1     
air.type        = HITA_UP
air.velocity = -1,-15
guard.velocity    = -10
airguard.velocity = -3    
p2stateno = 1535
kill = 0
fall.damage = 208
fall = 1

[State 1530 , 6]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 7, < 0
value = 15

[State 1530 , 7]
type = ChangeState
trigger1 = AnimElem = 6
trigger1 = MoveHit = 1
value = 1531

[State 1530 , 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1530 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------
[Statedef 1531]
type    = A
movetype= A
physics = N

[State 1531 , 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1531

[State 1531 , 2]
type = AfterImageTime
trigger1 = Time = 0
time = 40

[State 1531 , 3]
type = VelSet
trigger1 = AnimElem = 2
x = 2
y = -15

[State 1531 , 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = 0

[State 1531 , 5]
type = EnvColor
trigger1 = AnimElem = 3, > 0
value = 231,231,231
time = 2 

[State 1531 , 5]
type = PlaySnd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 6, 3
trigger1 = AnimTime < -10
value = F5, 2

[State 1531 , 5]
type = PlaySnd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 6, 0
trigger1 = AnimTime < -10
value = F5, 1

[State 1531 , 5]
type = PlaySnd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 8, 3
trigger1 = AnimTime < -10
value = F5, 3

[State 1531 , 5]
type = GameMakeAnim
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 2, 0
trigger1 = AnimTime < -10
value = 5
pos = 10, 30
random = 140

[State 1531 , 5]
type = HitAdd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 4, 0
trigger1 = AnimTime < -10
value = 1

[State 1531 , 6]
type = PlaySnd
trigger1 = AnimTime = -10
value = F5, 4

[State 1531 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1532
;----------------------------------------------------------------
[Statedef 1532]
type    = S
movetype= I
physics = S

[State 1532 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1532 , 1]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1532 , 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1532

[State 1532 , 1]
type = PlaySnd
trigger1 = Time = 20
value = 10,0 ;"Too easy"
volume = 40

[State 1532 , 3]
type = Width
trigger1 = Time = 0
edge = 30

[State 1532 , 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1532 , 7]
type = Turn
trigger1 = AnimTime = 0

[State 1532 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------
[Statedef 1535]
type    = A
movetype= H
physics = N

[State 1535 , 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1535 , 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 5030

[State 1535 , 3]
type = NotHitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1535 , 4]
type = ChangeState
Trigger1 = HitShakeOver = 1
value = 1536
;----------------------------------------------------------------
[Statedef 1536]
type    = A
movetype= H
physics = N

[State 1536 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 1536 , 2]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 1536 , 2]
type = AfterImageTime
trigger1 = Time >= 0
time = 2

[State 1536 , 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1536 , 2]
type = PosSet
trigger1 = Time = [10, 120]
y = -220

[State 1536 , 2]
type = PosFreeze
trigger1 = Time = [10, 120]
x = 1
y = 1

[State 1536 , 2]
type = PosAdd
trigger1 = Time = 120
x = 100

[State 1536 , 2]
type = VelSet
trigger1 = Time = 120
x = 2.5
y = 12

[State 1536 , 2]
type = Turn
trigger1 = Time = 120

[State 1536 , 4]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1536 , 5]
type = NotHitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1536 , 5]
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
value = F7, 0

[State 1536 , 7]
type = PowerAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
value = 240

[State 1536 , 7]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
time = 25
ampl = -10
freq = 90
phase = 90

[State 1536 , 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
value = 5100 ;HIT_BOUNCE
;----------------------------------------------------------------
[Statedef 1700]
number = 12
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 105
ctrl = 0
velset = 0,0,0
anim = 1700

[State 1700 , 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 0

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 1700 , 3]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1, 0

[State 1700 , 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage    = 27, 2
getpower  = 0
guardflag = MA
pausetime = 1,0
sparkxy = 0,-75
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5     
air.type = High
air.velocity = -4,-3
fall = 1

[State 1700 , 4]
type = Projectile
trigger1 = AnimElem = 4, 1 ;One frame later
projanim = 1005
projhitanim = 1006
offset = 60, -68
velocity = 3.3
attr = S, HP
getpower  = 0
damage    = 18,2
guardflag = MA
pausetime = 0,9
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.juggle = 1
air.fall = 1

[State 1700 , 5]
type = Projectile
trigger1 = Animelem = 8
projanim = 1005
projhitanim = 1006
offset = 60, -63
velocity = 3.4
attr = S, HP
damage    = 18,2
getpower  = 0
guardflag = MA
pausetime = 0,9
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1.5   
air.type        = HITA_UP
air.velocity = -1.5,-4
air.juggle = 1

[State 1700 , 5]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1005
projhitanim = 1006
offset = 60, -68
velocity = 3.4
attr = S, HP
damage    = 18,2
getpower  = 0
guardflag = MA
pausetime = 0,15
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.type        = HITA_UP
air.velocity = -4,-5
air.juggle = 1
fall = 1

[State 1700 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4050]
type    = S
movetype= A
physics = N
juggle  = 5;8
poweradd= -1000 ;Level 1
ctrl = 0
velset = 0
anim = 1000

[State 1520 , 1]
type = SuperPause
trigger1 = Time = 0
pos = -34, -62

[State 1520 , 2]
type = AfterImage
trigger1 = Time = 0
time = 28
TimeGap  = 1
FrameGap = 4
trans = add1
palbright = 40,40,40
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 10,10,10
palmul = .65,.65,.65

[State 3000,1] 
type = Explod
trigger1 = Animelem = 4
anim = 4050
pos = 33,-70
sprpriority = 0
postype = p1
supermove = 2
bindtime = 1

[State 3000,1] 
type = Explod
trigger1 = Animelem = 4
anim = 4051
pos = 33,-65
sprpriority = 3
postype = p1
supermove = 2
bindtime = 1

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 2

[State 1730, 4]
type = Projectile
trigger1 = AnimElem = 4
projID = 1000
projanim = 4052
;projhitanim = 1006
projhits = 2
projmisstime = 1
projremovetime = 30
offset = 26, -63
velocity = 1.5
; HitDef part of projectile info
attr = S, HP
getpower  = 0
damage    = 48,3
guardflag = MA
pausetime = 3,9
sparkxy = 70, 0
hitsound   = 5,4
guardsound = 6,0
animtype = Hard
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.type = Low
air.velocity = -5,-4.5
air.juggle = 2

[State 1700 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4051]
type    = S
movetype= A
physics = N
juggle  = 5;8
poweradd= -2000 
ctrl = 0
velset = 0
anim = 1000

[State 1520 , 1]
type = SuperPause
trigger1 = Time = 0
pos = -34, -62

[State 1520 , 2]
type = AfterImage
trigger1 = Time = 0
time = 28
TimeGap  = 1
FrameGap = 4

[State 3000,1] 
type = Explod
trigger1 = Animelem = 4
anim = 4050
pos = 33,-70
sprpriority = 0
postype = p1
supermove = 2
bindtime = 1

[State 3000,1] 
type = Explod
trigger1 = Animelem = 4
anim = 4051
pos = 33,-65
sprpriority = 3
postype = p1
supermove = 2
bindtime = 1

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 2

[State 1730, 4]
type = Projectile
trigger1 = AnimElem = 4
projID = 1000
projanim = 4052
;projhitanim = 1006
projhits = 3
projmisstime = 1
projremovetime = 30
offset = 26, -63
velocity = 1.5
; HitDef part of projectile info
attr = S, HP
getpower  = 0
damage    = 71,7
guardflag = MA
pausetime = 2,8
sparkxy = 70, 0
hitsound   = 5,4
guardsound = 6,0
animtype = Hard
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.type = Low
air.velocity = -5,-4.5
air.juggle = 3

[State 1700 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4052]
type    = S
movetype= A
physics = N
juggle  = 5;8
poweradd= -3000 ;Level 1
ctrl = 0
velset = 0
anim = 1000

[State 1520 , 1]
type = SuperPause
trigger1 = Time = 0
pos = -34, -62

[State 1520 , 2]
type = AfterImage
trigger1 = Time = 0
time = 28
TimeGap  = 1
FrameGap = 4
trans = add
palbright = 30,30,30
palcontrast = 220,120,120
palpostbright = 0,0,0
paladd = 25,10,10
palmul = .75,.65,.65

[State 3000,1] 
type = Explod
trigger1 = Animelem = 4
anim = 4050
pos = 33,-70
sprpriority = 0
postype = p1
supermove = 2
bindtime = 1

[State 3000,1] 
type = Explod
trigger1 = Animelem = 4
anim = 4051
pos = 33,-65
sprpriority = 3
postype = p1
supermove = 2
bindtime = 1

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1

[State 1700 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 2

[State 1730, 4]
type = Projectile
trigger1 = AnimElem = 4
projID = 1000
projanim = 4052
;projhitanim = 1006
projhits = 4
projmisstime = 1
projremovetime = 30
projshadow = -1
offset = 26, -63
velocity = 1.5
; HitDef part of projectile info
attr = S, HP
getpower  = 0
damage    = 107,10
guardflag = MA
pausetime = 2,7
sparkxy = 70, 0
hitsound   = 5,4
guardsound = 6,0
animtype = Hard
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -8,-4.5
air.juggle = 4

[State 1700 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4600]
type    = S
movetype= A
physics = N
juggle  = 1;10
poweradd= -2000
ctrl = 0
anim = 1530

[State 1530 , 1]
type = VelSet
trigger1 = Time = 2
x = 10
z = 0

[State 1530 , 2]
type = VelMul
trigger1 = AnimElem = 2, >= 0
x = .9

[State 1530 , 3]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1530 , 4]
type = SuperPause
trigger1 = Time = 1
pos = 7, -60
anim = 31

[State 1530 , 5]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 1530 , 6]
type = NotHitBy
Trigger1 = Time = 1
Trigger2 = MoveContact = 1
value = SCA
time = 1

[State 1530 , 7]
type = NotHitBy
Trigger1 = Time = 2
value = , NA, SA, AT
time = 3

[State 1530 , 8]
type = NotHitBy
Trigger1 = Time = 2
value2 = , AP
time = 6

[State 1530 , 2]
type = AfterImage
trigger1 = Time = 1
time = 45

[State 1530 , 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 8,8
sparkxy = -12,-90
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -1     
air.type        = HITA_UP
air.velocity = -1,-15
guard.velocity    = -10
airguard.velocity = -3    
p2stateno = 1535
kill = 0
fall.damage = 360
fall = 1

[State 1530 , 6]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 7, < 0
value = 15

[State 1530 , 7]
type = ChangeState
trigger1 = AnimElem = 6
trigger1 = MoveHit = 1
value = 4601

[State 1530 , 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1530 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------
[Statedef 4601]
type    = A
movetype= A
physics = N

[State 1531 , 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1531

[State 1531 , 2]
type = AfterImageTime
trigger1 = Time = 0
time = 40

[State 1531 , 3]
type = VelSet
trigger1 = AnimElem = 2
x = 2
y = -15

[State 1531 , 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = 0

[State 1531 , 5]
type = EnvColor
trigger1 = AnimElem = 3, > 0
value = 231,231,231
time = 2 

[State 1531 , 5]
type = PlaySnd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 6, 3
trigger1 = AnimTime < -10
value = F5, 2

[State 1531 , 5]
type = PlaySnd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 6, 0
trigger1 = AnimTime < -10
value = F5, 1

[State 1531 , 5]
type = PlaySnd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 8, 3
trigger1 = AnimTime < -10
value = F5, 3

[State 1531 , 5]
type = GameMakeAnim
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 2, 0
trigger1 = AnimTime < -10
value = 5
pos = 10, 30
random = 140

[State 1531 , 5]
type = HitAdd
trigger1 = AnimElem = 3, > 0
trigger1 = TimeMod = 3, 0
trigger1 = AnimTime < -10
value = 1

[State 1531 , 6]
type = PlaySnd
trigger1 = AnimTime = -10
value = F5, 4

[State 1531 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 4602
;----------------------------------------------------------------
[Statedef 4602]
type    = S
movetype= I
physics = S

[State 1532 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1532 , 1]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1532 , 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1532

[State 1532 , 1]
type = PlaySnd
trigger1 = Time = 20
value = 10,0 ;"Too easy"
volume = 40

[State 1532 , 3]
type = Width
trigger1 = Time = 0
edge = 30

[State 1532 , 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1532 , 7]
type = Turn
trigger1 = AnimTime = 0

[State 1532 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------
[Statedef 4700]
type    = S
movetype= A
physics = N
juggle  = 1;10
poweradd= -1000
ctrl = 0
anim = 2450

[State 1531 , 5]
type = EnvColor
triggerall = Movehit = 1
trigger1 = animelem = 2
trigger2 = animelem = 10
trigger3 = animelem = 20
value = 231,231,231
time = 1 
ignorehitpause = 1

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 10
value = S0,1

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 20
value = S0,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 10
value = S2,3

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 20
value = S2,1

[State 1520 , 2]
type = AfterImage
trigger1 = animelem = 1
time = 75
TimeGap  = 1
FrameGap = 5
trans = add1
lenght = 7
palbright = 40,40,40
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 10,10,10
palmul = .65,.65,.65

[State 1532 , 6]
type = VelSet
trigger1 = Time >= 0
x = 2

[State 1532 , 6]
type = VelSet
trigger1 = Time >= 52
x = 0

[State 1520 , 1]
type = SuperPause
trigger1 = animelem = 1
pos = 9, -93

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 1
value = F20,0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 3,8
sparkxy = -12,-90
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6     
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 0,2
sparkxy = -12,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -13     
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 10,8
sparkxy = -12,-90
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6, -5  
air.type        = HITA_UP
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 1
Fall = 1
Fall.recover = 0

[State 1532 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4710]
type    = S
movetype= A
physics = N
juggle  = 1;10
poweradd= -2000
ctrl = 0
anim = 2451

[State 1531 , 5]
type = EnvColor
triggerall = Movehit = 1
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 15
trigger4 = animelem = 25
value = 231,231,231
time = 1 

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 15
value = S0,1

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 25
value = S0,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 15
value = S2,3

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 25
value = S2,1

[State 1520 , 2]
type = AfterImage
trigger1 = animelem = 1
time = 75
TimeGap  = 1
FrameGap = 5
trans = add1
lenght = 7


[State 1532 , 6]
type = VelSet
trigger1 = Time >= 0
x = 2

[State 1532 , 6]
type = VelSet
trigger1 = Time >= 52
x = 0

[State 1520 , 1]
type = SuperPause
trigger1 = animelem = 1
pos = 9, -93
anim = 101

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 1
value = F20,0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 3,8
sparkxy = -12,-90
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6     
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 4,6
sparkxy = -12,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6    
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 0,2
sparkxy = -12,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -13    
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 10,8
sparkxy = -12,-90
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -5, -5  
air.type        = HITA_UP
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 1
Fall = 1
Fall.recover = 0

[State 1532 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4720]
type    = S
movetype= A
physics = N
juggle  = 1;10
poweradd= -3000
ctrl = 0
anim = 2452

[State 1531 , 5]
type = EnvColor
triggerall = Movehit = 1
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 13
trigger4 = animelem = 22
trigger5 = animelem = 32
value = 231,231,231
time = 1 

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 13
trigger4 = animelem = 22
value = S0,1

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 32
value = S0,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 22
value = S2,3

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 13
value = S2,2

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 32
value = S2,1

[State 1520 , 2]
type = AfterImage
trigger1 = animelem = 1
time = 91
FrameGap = 6
trans = add1
lenght = 10
palbright = 30,30,30
palcontrast = 220,120,120
palpostbright = 0,0,0
paladd = 25,10,10
palmul = .75,.65,.65

[State 1532 , 6]
type = VelSet
trigger1 = Time >= 0
x = 2

[State 1532 , 6]
type = VelSet
trigger1 = Time >= 25
trigger1 = Time <= 47
x = 1

[State 1532 , 6]
type = VelSet
trigger1 = Time >= 91
x = 0

[State 1520 , 1]
type = SuperPause
trigger1 = animelem = 1
pos = 9, -93
anim = 102

[State 1520, 2]
type = PlaySnd
trigger1 = animelem = 1
value = F20,0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 3,8
sparkxy = -12,-90
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6     
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 4,6
sparkxy = -12,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 4    
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 2,8
sparkxy = -12,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6    
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 0,2
sparkxy = -12,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -13    
air.velocity = -1,-6
guard.velocity    = -10
airguard.velocity = -3    
kill = 0

[State 1530 , 4]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage    = 78
givepower = 60
priority  = 6
guardflag = MA
pausetime = 10,8
sparkxy = -12,-90
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -5, -5  
air.type        = HITA_UP
air.velocity = -1,-6
guard.velocity    = -7
airguard.velocity = -3    
kill = 1
Fall = 1
Fall.recover = 0

[State 1532 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1