[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 58
time = 58
darken = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 2,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 2,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 15
value = s12,4

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 6
anim = 2005
postype = P1
pos = 15, -35
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 2000

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 15
ID = 2000

[State ]
type = Projectile
trigger1 = AnimElem = 15
projID = 2000
projanim = 2010
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2520
projremanim = -1
projcancelanim = 2520
projremovetime = -1
projedgebound = 100
projstagebound = 100
projhits = 5
projmisstime = 2
getpower = 100
givepower = -50
ownpal = 0
offset = 23, -84
velocity = 2, 0
attr = S, HP
animtype = Hard
damage = 40,10
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 1,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -4.5, -4.5
air.velocity = -4.4, -5.5
yaccel = .32
air.juggle = 1
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

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

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 6
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 36

[State 2000, 超必殺技発動の時間停?]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30
darken = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-55
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 0,-55
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5
volume = -100

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
y = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .54

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1105
postype = P1
pos = 20, 10
sprpriority = 10
ownpal = 0
bindtime = 6
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 40, 4
getpower = 100
givepower = -40
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2.5,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 40, 4
getpower = 100
givepower = -40
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 26
ground.velocity = -3
air.type = High
air.velocity = -2.5,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 70
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State 1000, ステ?ト変更]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2105

;---------------------------------------------------------------------------
;着地

[Statedef 2105]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2105
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2110

;---------------------------------------------------------------------------
; 二段目

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
velset   = 0,0
anim     = 2120
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5
volume = -100

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
y = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .54

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1105
postype = P1
pos = 20, 10
sprpriority = 10
ownpal = 0
bindtime = 6
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 40, 4
getpower = 100
givepower = -40
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2.5,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 40, 4
getpower = 100
givepower = -40
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 26
ground.velocity = -3
air.type = High
air.velocity = -2.5,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 70
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State ]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2115

;---------------------------------------------------------------------------
;着地

[Statedef 2115]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2105
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 2120

;---------------------------------------------------------------------------
; ラスト

[Statedef 2120]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
velset   = 0,0
anim     = 2120
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5
volume = -100

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
y = -7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .36

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1105
postype = P1
pos = 20, 10
sprpriority = 10
ownpal = 0
bindtime = 7
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 40, 4
getpower = 100
givepower = -40
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 13
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2.5,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 50, 5
getpower = 100
givepower = -40
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13, 14
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-8
air.type = High
air.velocity = -6,-8
air.hittime = 12
yaccel = .4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 70
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State ]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2125

;---------------------------------------------------------------------------
;着地

[Statedef 2125]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1100, ]
type = Varset
trigger1 = time = 0
var(30) = 0

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

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

[State ] 
type = Afterimage
trigger1 = time > 50
trans = sub
palinvertall = 1
PalContrast =  255, 255, 255
PalBright = 255,255,255
time    =  -1
length  = 7
TimeGap = 1
FrameGap = 1

[State ] 
type = Afterimagetime
trigger1 = time <= 50
value = 0

[State ]
type = Explod
trigger1 = time > 0
trigger1 = time <= 33
anim = 10000
id = 10000
random = 70,20
ownpal = 1
sprpriority = 4
vel = -1+random%3,-3-random%2
accel = 0.0,-0.01
pos = 0,-20
trans = sub
scale = 0.15,0.15
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State ]
type = RemoveExplod
trigger1 = animelem = 12
id = 10000

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State 2000, 超必殺技発動の時間停?]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 40
time = 40
darken = 0

[State ]
type = PlaySnd
trigger1 = !time
value = s20000,3
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 12
anim = 3110
postype = P1
pos = 0, 0
sprpriority = 10
bindtime = 3
ownpal = 1
removeongethit = 1
ID = 3110
pausemovetime = 2147483647
supermovetime = 2147483647

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 13
anim = 7981
postype = P1
pos = -225, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 13
anim = 7982
postype = P1
pos = -225, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 13
anim = 3120
postype = P1
pos = 0, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 25
getpower = 100
givepower = -50
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,80
guard.pausetime = 0,30
sparkno = -1
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3110
palfx.time = 80
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ジェル?ナ?ル?ヒット

[Statedef 3110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3115
ctrl     = 0

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 1
anim = 7981
postype = P1
pos = -255, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 1
anim = 7982
postype = P1
pos = -255, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,6
volume = -100

[State 810, ]
type = Targetbind
trigger1 = time = 0
pos = 0,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
x = 10

[State 2100,]
type = Envcolor
trigger1 = time =0
time = 2
value = 255,255,255
under = 0

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 2
anim = 3120
postype = P1
pos = 0, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 2
anim = 3125
postype = P1
pos = -80, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = 1
value = 0

[State 1100, ]
type = Varset
triggerall = !WinKO
trigger1 = AnimTime = 0
var(40) = 200

[State 820, 1]
type = TargetLifeadd
trigger1 = time = 0
value = -200
absolute = 1

[State ]
type = Helper
trigger1 = numHelper(3200) = 0
trigger1 = AnimTime = 0
name = "hu-in"
stateno = 3200
ID = 3200
helpertype = normal
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State ]
type = Helper
trigger1 = time = 30
name = "XII-1"
stateno = 3111
ID = 3111
helpertype = normal
pos = -200,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3111]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 3409
sprpriority = 5

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State ]
type = projectile
trigger1 = Time = [1,5]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = -60+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [5,10]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = -30+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [10,15]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 0+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [15,20]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 30+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [20,25]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 60+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [25,30]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 90+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [30,35]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 120+random%100, -130+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [35,40]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 150+random%100, -115+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [40,45]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 180+random%100, -100+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = projectile
trigger1 = Time = [45,50]
projid = 10006
projanim = 10006
projremove = 0
projremovetime = 18
offset = 200+random%100,-85+random%100
sprpriority = 8
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 5,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステ?ト変更]
type = DestroySelf
trigger1 = Time = 50

[Statedef 4000]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 10002
ctrl     = 0
sprpriority = 2

[State ]
type = Explod
trigger1 = !Time
anim = 10007
id = 10007
pos = 0,0
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ] 
type = Afterimagetime
trigger1 = time <= 9
value = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State 2000, 超必殺技発動の時間停?]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 22
time = 22
darken = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4001
ctrl = 1

[Statedef 4001]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 10003
ctrl     = 0
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = projectile
trigger1 = (Gametime%9) = 1
projid = 10005
projanim = 10005
projremove = 1
projremovetime = 5
attr = S,HA
getpower = 10
givepower = -20
animtype  = Diagup
damage    = 35,2
guardflag = MAF
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = -5,80
hitsound   = s12,9
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State ]
type = Explod
trigger1 = Time = [0,200]
anim = 10006
postype = back
pos = 0+random%320,0+random%240
sprpriority = 8
random = 100,100
bindtime = -1
ownpal = 1
trans = sub
removeongethit = 1

[State ]
type = ChangeState
trigger1 = Time = 200
value = 4002
ctrl = 1

[Statedef 4002]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 10004
ctrl     = 0
sprpriority = 2

[State ]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
