;---------------------------------------------------------------------
; 3x rush
;---------------------------------------------------------------------
[Statedef 1300]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1300
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 440, HitDef]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = palno !=[10,12]
attr = S, SA
projanim = 6400
projremove = 5
projremovetime = 5
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 13,13
sparkno = 2
guard.sparkno = 2
sparkxy = 0,-60
hitsound   = s1150,0
guardsound = s1150,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.hittime = 13
air.velocity = -3,-5
guard.velocity = -7
air.fall = 1
fall.recover = 0
yaccel = .4

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------i
[Statedef 1301]
type = S
movetype = A
physics = N
poweradd= 0
anim = 1301
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3;ifelse(Var(39)=1,103,5)
channel = 0

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 440, HitDef]
type = projectile
trigger1 = AnimElem = 4
trigger1 = palno !=[10,12]
attr = S, SA
projanim = 6400
projremove = 5
projremovetime = 5
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = ifelse(Var(39)=1,20,20),27
sparkno = 2
guard.sparkno = 2
sparkxy = 0,-60
hitsound   = s1150,0
guardsound = s1150,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.75,0
air.hittime = 13
air.velocity = -3.75,-7.5
guard.velocity = -7
;fall = 1
fall.recover = 0
yaccel = .5

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact && Var(39)
var(28) = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------Oi
[Statedef 1302]
type = A
movetype = A
physics = N
poweradd= 0
anim = 1302
ctrl = 0
velset = 0,0
juggle = 0

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3;0,ifelse(Var(39)=1,104,15)
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -5 ;-6

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105, Veladd]
type = Veladd
trigger1 = Time > 0
y = .6

[State 440, HitDef]
type = projectile
trigger1 = AnimElem = 3
trigger1 = palno !=[10,12]
attr = A, SA
projanim = 6400
projremove = 5
projremovetime = 5
damage    = ifelse(Var(39)=1,63,70),8
getpower = 72,18
givepower = 36
animtype = Diagup
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = 2
guard.sparkno = 2
sparkxy = 0,-55
hitsound   = s1150,0
guardsound = s1150,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4,-8
air.hittime = 13
air.velocity = -4,-8
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1303

;------------------------ ~
[Statedef 1303]
type = S
movetype = I
physics = S
anim = 1303
velset = 0, 0

[State 52, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;basic parry
[StateDef 209]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 209
poweradd = 0
sprpriority = 2

[State 209, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 8, 18
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 209, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SA,NA,SA
sparkno = 0
pausetime = 10, 10
hitsound = s1150, 0
p1stateno = 3002
p2stateno = 3003

;when opponent hits from the air
[State 209, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
trigger1 = p2bodydist y < 0
reversal.attr = SA,NA,SA
sparkno = 0
pausetime = 10, 10
hitsound = s1150, 0
p1stateno = 3002
p2stateno = 3003

[State 209, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;player 1 recovers from successful parry
[StateDef 3002]
type = S
physics = S
velset = 0,0
ctrl = 0
anim = 3002
poweradd = 300
sprpriority = 2

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;p2 recovers from successful parry
[Statedef 3003]
type    = S
movetype= I
physics = S
velset = 0,0
poweradd = -100

[State 3001, end]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State 3001, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3001

[State 3001,1]
type = VelSet
trigger1 = animelem = 1
x = -3

[State 3001,1]
type = VelAdd
trigger1 = time = 2
x = 2

[State 3001, end]
type = SelfState
trigger1 = AnimTime = 0 && life = [250, 1000]
value = 0
ctrl = 1

[State 3001, end]
type = SelfState
trigger1 = AnimTime = 0 && life = [1,250]
value = 5110
ctrl = 1

;opponent recovers from parry in air
[StateDef 3004]
type = A
movetype = H
physics = A
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = -100
fall = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value =  5030
;elem = 1
;ignorehitpause =
;persistent =


[State 3001, end]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State 3002, Veladd]
type = Veladd
trigger1 = AnimElem = 1
x = -3
y = -5

[State 3002, end]
type = SelfState
trigger1 = Time = 20
value = 5210
ctrl = 1

;---------------------------------------------------------------------------
; PRUNE JUICE
[StateDef 500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
poweradd = 30
sprpriority = 2

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Prunes Juice"
ID = 504
stateno = 504
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Hamburger
[Statedef 1201]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 500
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 280

[State 1200, G]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7


[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1200, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0


[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = Diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 6.5,-5.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 7.5,-6.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 8.5,-1.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 9.5,-2.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 10.5,-3.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 1.5,-5.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-30             ;ѓ̏oʒu
velocity = 75,-60            ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 5.5,-1.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 7.5,-2.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 6.5,-3.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 6.5,-7.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 10.5,-8.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 10.5,-9.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 10.5,-10.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 11.5,-11.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 12.5,-8.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 12.5,-6.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 13.5,-4.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60            ;ѓ̏oʒu
velocity = 13.5,-3.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60            ;ѓ̏oʒu
velocity = 12.5,-3.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100



[State 1200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hamburger Air
[Statedef 1101]
type    = A
movetype= A
physics = N
poweradd= 100
anim = 1100
velset = -1,-8
ctrl = 0
sprpriority = 2

[State 1011, G]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1100, ړx]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3

[State 1100, xZ] ;d
type = VelAdd
trigger1 = 1
y = .45

[State 1100, Xe[gύX] ;npXe[gɍs܂
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95   ;-10,-60          ;ѓ̏oʒu
velocity = -13,13             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -10,14             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -7,15             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -4,16             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -1,17             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -2,16             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95   ;-10,-60          ;ѓ̏oʒu
velocity = 13,13             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 10,14             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 7,15             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 4,16             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 1,17             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 2,16             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
;
[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95   ;-10,-60          ;ѓ̏oʒu
velocity = 26,13             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 20,14             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 14,15             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 16,16             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 4,17             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 8,16             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95   ;-10,-60          ;ѓ̏oʒu
velocity = -13,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -10,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -7,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -4,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -1,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = -2,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95   ;-10,-60          ;ѓ̏oʒu
velocity = 13,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 10,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 7,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 4,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 1,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 2,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
;
[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95   ;-10,-60          ;ѓ̏oʒu
velocity = 26,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 20,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 14,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 16,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 4,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP
damage = 50,3
getpower = 10
animtype = diagup
pausetime = 0,12
offset = -40,-95             ;ѓ̏oʒu
velocity = 8,28             ;ѓ̈ړx
accel = 0,0               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 3            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100



[State 610, 4]
type = changestate
trigger1 = animtime = 0
value = 50
