;---------------------------------------------------------------------------
; 通常攻撃技
;---------------------------------------------------------------------------
; 立ちA
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 1

[State 200,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
attr = S,NA
hitflag = MAF
priority = 3,Hit
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 23),0
getpower = (var(4)=0) * 30,15 * (var(4)=0)
givepower = 3,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
guard.cornerpush.veloff = -7.0
;fall.yvelocity = 0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0


[State 200,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 200,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 200,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 200,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 200,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 立ちB
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 0
ctrl     = 0
velset   = 0,0
;anim     = 210
sprpriority = 2


[State 210,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 210
persistent = 0
ignorehitpause = 1
value = 210


[State 210,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,1
channel = 2


[State 210,相殺]
type = ReversalDef
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) <= 0
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 210,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = ceil(fvar(0) * 52),0
getpower = (var(4)=0) * 40,20 * (var(4)=0)
givepower = 4,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,3
guardsound = -1;S0,10
ground.hittime = 14
ground.slidetime = 14
guard.hittime = 12
air.hittime = 20
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
;fall.yvelocity = 0
guard.cornerpush.veloff = -11.0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 210,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 210,「ハァッ！」]
type = PlaySnd
triggerall = prevstateno  = 520
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,1
channel = 0


[State 210,「くっ！」]
type = PlaySnd
triggerall = prevstateno  = 520
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s2,3
channel = 0


[State 210,軸位置移動]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = 8


[State 210,移動終了]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0


[State 210,チェーン管理]
type = varadd
triggerall = (var(10) != 1) && (var(10) != 3) && (var(10) != 5) && (var(10) != 7) && (var(10) != 9)
triggerall = (var(10) != 11) && (var(10) != 13) && (var(10) != 15)
trigger1 = time >= 1
var(10) = 1
ignorehitpause = 1


[State 210,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;フラワーキック
[Statedef 220]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 211
sprpriority = 2


[State 220,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(10) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = HA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ceil(fvar(0) * 32),0
getpower = (var(4)=0) * 70,30 * (var(4)=0)
givepower = 4,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,4
guardsound = -1;S0,10
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 13
air.hittime = 22
guard.ctrltime = 8
airguard.ctrltime = 10
ground.velocity = -4,0
guard.velocity = -3
;fall.yvelocity = 0
air.velocity = -2,-1
airfuard.velocity = -2,-1
guard.cornerpush.veloff = -12.0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 220,「潰れろッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s2,7
channel = 0


[State 220,vel]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) <= 0
x = 4


[State 220,チェーン管理]
type = varadd
triggerall = (var(10) != 2) && (var(10) != 3) && (var(10) != 5) && (var(10) != 6) && (var(10) != 7)
triggerall = (var(10) != 10) && (var(10) != 11) && (var(10) != 14) && (var(10) != 15) 
trigger1 = time >= 1
var(10) = 2
ignorehitpause = 1


[State 220,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;軽すぎる！
[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 212
sprpriority = 2


[State 230,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(7) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = MA
animtype = up
air.animtype = diagup
fall.animtype = diagup
ground.type = high
air.type = high
damage = ceil(fvar(0) * 40),0
getpower = (var(4)=0) * 70,30 * (var(4)=0)
givepower = 4,0
pausetime = 12,12
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 13
air.hittime = 22
guard.ctrltime = 8
airguard.ctrltime = 10
ground.velocity = 0,-8.5
guard.velocity = -3
air.velocity = 0,-8.5
;fall.yvelocity = 0
airfuard.velocity = -2,-1
guard.cornerpush.veloff = -12.0
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 15
envshake.ampl = -5


[State 230,「軽過ぎる！！」]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s2,10
channel = 0


[State 230,チェーン管理]
type = varadd
triggerall = var(10) != [4,7]
triggerall = var(10) != [12,15]
trigger1 = time >= 1
var(10) = 4
ignorehitpause = 1


[State 230,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 立ちC
[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 0
ctrl     = 0
velset   = 0,0
;anim     = 220
sprpriority = 2


[State 240,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 220
;trigger2 = prevstateno  = 240
persistent = 0
ignorehitpause = 1
value = 220


[State 240,相殺]
type = ReversalDef
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) <= 0
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 240,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 1
trigger3 = AnimElemTime(6) = 0
attr = S,NA
hitflag = MAF
priority = 5,Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 42),0
getpower = (var(4)=0) * 60,30 * (var(4)=0)
givepower = 4,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 13
air.hittime = 22
guard.ctrltime = 8
airguard.ctrltime = 10
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -3,-3
airfuard.velocity = -3,-3
;ground.cornerpush.veloff = -9.0
guard.cornerpush.veloff = -15.0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 16
envshake.ampl = -6

[State 240,軸位置移動]
type = VelAdd
trigger1 = AnimElemTime(5) = 0
;trigger1 = AnimElemTime(6) <= 0
x = 8


[State 240,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S1,5
channel = 2


[State 240,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 240,「うああっ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 0
value = s2,5
channel = 0


[State 240,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 1
value = s2,6
channel = 0


[State 240,チェーン管理]
type = varadd
triggerall = (var(10) != 8) && (var(10) != 9) && (var(10) != [11,15])
trigger1 = time >= 1
var(10) = 8
ignorehitpause = 1


[State 240,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; エーテライト攻撃
[Statedef 250]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 221
sprpriority = 2


[State 250,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(9) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(fvar(0) * 79),0
getpower = (var(4)=0) * 110,50 * (var(4)=0)
givepower = 10,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,5
guardsound = -1;S0,10
ground.hittime = 25
ground.slidetime = 25
guard.hittime = 16
air.hittime = 24
guard.ctrltime = 9
airguard.ctrltime = 10
ground.velocity = -10,0
guard.velocity = -7
air.velocity = -3,-1
airfuard.velocity = -3,-1
ground.cornerpush.veloff = -24.0
guard.cornerpush.veloff = -24.0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 12
envshake.ampl = -5


[State 250,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = S1,2
channel = 2


[State 250,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s2,6
channel = 0


[State 250,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; エーテライト追撃

[Statedef 251]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 222
sprpriority = 2


[State 251,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = trip
air.type = trip
damage = ceil(fvar(0) * 40),0
getpower = (var(4)=0) * 30,15 * (var(4)=0)
givepower = 10,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 20)
hitsound = -1;S0,5
guardsound = -1;S0,10
ground.hittime = 25
ground.slidetime = 25
guard.hittime = 16
air.hittime = 24
guard.ctrltime = 9
airguard.ctrltime = 10
ground.velocity = 0,0
guard.velocity = 10
;fall.yvelocity = 0
air.velocity = -3,-1
airfuard.velocity = -3,-1
ground.cornerpush.veloff = 0.0
guard.cornerpush.veloff = -2.0
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 12
envshake.ampl = -5


[State 251,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S1,2
channel = 2


[State 251,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;地上投げ（吸血鬼・開始）
[Statedef 260]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 230
sprpriority = 2


[State 260,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = S,NT
hitflag = M-
priority = 1,Miss
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 3,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
p1facing    = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,1))
p2facing = -1
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0
p1stateno = 261
p2stateno = 262


[State 260,「しまっ…！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s2,12
channel = 0


[State 260,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;地上投げ（吸血鬼・シオン）
[Statedef 261]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 59
ctrl     = 0
anim     = 240
sprpriority = 2


[State 261,画面端対策]
type = Width
trigger1 = 1
edge = 55,0


[State 261,掴んだ相手の位置(1)]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = -30,0


[State 261,掴んだ相手の位置(2)]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = -15,0


[State 261,掴んだ相手の位置(3)]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 0,0


[State 261,掴んだ相手の位置(4)]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 15,0

[State 261,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(5) = 0
value = ceil(fvar(0) * -100)


[State 261,投げて飛ばす]
type = TargetVelAdd
trigger1 = AnimElemTime(5) = 0
x = 5
y = -9.5


[State 261,打撃音1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,0
channel = 1
Persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


State 261,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 261,「ハァッ！！」]
type = PlaySnd
trigger1 = var(9) = 0
trigger1 = AnimElemTime(5) = 0
value = s2,6
channel = 0


[State 261,「このッ！！」]
type = PlaySnd
trigger1 = var(9) = 1
trigger1 = AnimElemTime(5) = 0
value = s2,8
channel = 0


[State 261,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;地上投げ（吸血鬼・相手）
[Statedef 262]
type     = S
movetype = H
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
;anim     = 241
sprpriority = 0


[State 262,画面端対策]
type = Width
trigger1 = 1
edge = 0,0


[State 262,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 241


[State 262,状態変化]
type = StateTypeSet
trigger1 = time >= 18
type     = A
movetype = H
physics  = N
ignorehitpause = 1
persistent = 1


[State 262,重力]
type = Gravity
trigger1 = time >= 19


[State 262,開放]
type = SelfState
trigger1 = animtime = 0
value = 5050

;---------------------------------------------------------------------------
; しゃがみA
[Statedef 300]
type     = C
movetype = A
physics  = C
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 300
sprpriority = 2


[State 300,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = C,NA
hitflag = MAF
priority = 3,Hit
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 24),0
getpower = (var(4)=0) * 20,10 * (var(4)=0)
givepower = 3,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 13
ground.slidetime = 13
guard.hittime = 16
air.hittime = 15
guard.ctrltime = 9
airguard.ctrltime = 10
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -3,-1
airfuard.velocity = -3,-1
;fall.yvelocity = 0
guard.cornerpush.veloff = -7.0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 0
envshake.ampl = 0


[State 300,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 300,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 300,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 300,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 300,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみB
[Statedef 310]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 0
ctrl     = 0
;anim     = 310
sprpriority = 2


[State 310,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 310
persistent = 0
ignorehitpause = 1
value = 310


[State 310,相殺]
type = ReversalDef
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 2
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 310,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(8) = 0
attr = C,NA
hitflag = MAF
priority = 4,Hit
guardflag = LA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = ceil(fvar(0) * 48),0
getpower = (var(4)=0) * 40,10 * (var(4)=0)
givepower = 3,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 20)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 13
ground.slidetime = 13
guard.hittime = 16
air.hittime = 15
guard.ctrltime = 9
airguard.ctrltime = 10
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -3,-1
airfuard.velocity = -3,-1
fall.recover = 1
;fall.yvelocity = 0
guard.cornerpush.veloff = -11.5
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 310,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 310,「ハァッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,1
channel = 0


[State 310,「ていっ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s2,4
channel = 0


[State 310,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,1
channel = 2


[State 310,軸位置移動]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 8


[State 310,軸位置移動]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0


[State 310,チェーン管理]
type = varadd
triggerall = (var(11) != 1) && (var(11) != 3)
trigger1 = time >= 0
var(11) = 1
ignorehitpause = 1


[State 310,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみC
[Statedef 320]
type     = C
movetype = A
physics  = C
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 320
sprpriority = 2


[State 320,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = C,NA
hitflag = MAF
priority = 5,Hit
guardflag = LA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = low
damage = ceil(fvar(0) * 88),0
getpower = (var(4)=0) * 100,50 * (var(4)=0)
givepower = 3,0
pausetime = 8,8
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 17
air.hittime = 18
guard.ctrltime = 14
airguard.ctrltime = 10
ground.velocity = 0,-2
guard.velocity = 0
air.velocity = 0,-2
fall.yvelocity = 0
fall.recover = 0
guard.cornerpush.veloff = -9.5
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 14
envshake.ampl = -5


[State 320,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S1,5
channel = 2


[State 320,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 320,「うああっ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,5
channel = 0


[State 320,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,6
channel = 0


[State 320,チェーン管理]
type = varadd
triggerall = (var(11) != 2) && (var(11) != 3)
trigger1 = time >= 0
var(11) = 2
ignorehitpause = 1


[State 320,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみエーテライト攻撃
[Statedef 330]
type     = C
movetype = A
physics  = C
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 330
sprpriority = 2


[State 330,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(15) = 0
attr = C,NA
hitflag = MAF
priority = 5,Hit
guardflag = LA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = trip
air.type = trip
damage = ceil(fvar(0) * 87),0
getpower = (var(4)=0) * 110,55 * (var(4)=0)
givepower = 3,0
pausetime = 8,8
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 17
air.hittime = 18
guard.ctrltime = 14
airguard.ctrltime = 10
ground.velocity = 0,-2
guard.velocity = 0
air.velocity = 0,-2
;fall.yvelocity = 0
guard.cornerpush.veloff = -10.0
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 14
envshake.ampl = -5


[State 330,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(14) = 0
value = S1,2
channel = 2


[State 330,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 330,「うああっ！！」]
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
trigger1 = var(9) = 0
value = s2,5
channel = 0


[State 330,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
trigger1 = var(9) = 1
value = s2,6
channel = 0


[State 330,軸位置移動]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 8


[State 330,軸位置移動]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0


[State 330,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 空中A
[Statedef 400]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 1


[State 400,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = HA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ceil(fvar(0) * 26),0
getpower = (var(4)=0) * 30,15 * (var(4)=0)
givepower = 3,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 65)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 13
ground.slidetime = 13
guard.hittime = 12
air.hittime = 15
guard.ctrltime = 14
airguard.ctrltime = 10
ground.velocity = -2,0
guard.velocity = 0
air.velocity = -2,-2
;fall.yvelocity = 0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
;envshake.time = 14
;envshake.ampl = -5


[State 400,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 400,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 400,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 400,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 400,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 空中6A

[Statedef 401]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 405
sprpriority = 2


[State 401,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = A
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ceil(fvar(0) * 30),0
getpower = (var(4)=0) * 40,20 * (var(4)=0)
givepower = 3,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 45)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 13
ground.slidetime = 13
guard.hittime = 12
air.hittime = 15
guard.ctrltime = 14
airguard.ctrltime = 10
ground.velocity = -2,0
guard.velocity = 0
air.velocity = -2,-2
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
;envshake.time = 14
;envshake.ampl = -5


[State 401,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 401,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 401,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 401,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 401,チェーン管理]
type = varadd
triggerall = (var(12) != 1) && (var(12) != 3) && (var(12) != 5) && (var(12) != 7) && (var(12) != 9)
triggerall = (var(12) != 11) && (var(12) != 13) && (var(12) != 15)
trigger1 = time >= 0
var(12) = 1
ignorehitpause = 1


[State 401,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; 空中B
[Statedef 410]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2


[State 410,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(7) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = HA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ceil(fvar(0) * 56),0
getpower = (var(4)=0) * 70,35 * (var(4)=0)
givepower = 3,0
pausetime = 8,8
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 65)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 19
ground.slidetime = 15
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
airguard.ctrltime = 13
ground.velocity = -2,0
guard.velocity = 0
air.velocity = -2,-6
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 14
envshake.ampl = -3


[State 410,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 410,「ハァッ！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 0
value = s2,1
channel = 0


[State 410,「ていっ！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 1
value = s2,4
channel = 0


[State 410,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s1,1
channel = 2


[State 410,チェーン管理]
type = varadd
triggerall = (var(12) != 2) && (var(12) != 3) && (var(12) != 5) && (var(12) != 6) && (var(12) != 7)
triggerall = (var(12) != 10) && (var(12) != 11) && (var(12) != 14) && (var(12) != 15) 
trigger1 = time >= 0
var(12) = 2
ignorehitpause = 1


[State 410,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;空中2B
[Statedef 415]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
;anim     = 415
sprpriority = 2


[State 415,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 415
persistent = 0
ignorehitpause = 1
value = 415


[State 415,相殺]
type = ReversalDef
trigger1 = AnimElemTime(4) >= 0
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 415,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) >= 0
attr = A,NA
hitflag = MAF
priority = 5,Hit
guardflag = HA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ceil(fvar(0) * 75),0
getpower = (var(4)=0) * 80,50 * (var(4)=0)
givepower = 3,0
pausetime = 8,8
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 65)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 16
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 17
airguard.ctrltime = 14
ground.velocity = -2,0
guard.velocity = 0
air.velocity = -2,-4
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 14
envshake.ampl = -3


[State 415,状態変化]
type = StateTypeSet
trigger1 = var(23) != 0
statetype = A
movetype = I
phisics = N


[State 415,空中で停止]
type = VelSet
trigger1 = time = 0
x = 0
y = 0


[State 415,下方向へ加速]
type = VelSet
trigger1 = AnimElemTime(4) >= 0
x = 4
y = 10


[State 415,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s2,6
channel = 0


[State 415,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 0,19
channel = 2


[State 415,チェーン管理]
type = varadd
triggerall = var(12) != [4,7]
triggerall = var(12) != [12,15]
trigger1 = time >= 0
var(12) = 4
ignorehitpause = 1


[State 415,着地へ]
type = ChangeState
trigger1 =  pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
;空中C
[Statedef 420]
type     = A
movetype = A
physics  = A
juggle   = 2
poweradd = 0
ctrl     = 0
;anim     = 420
sprpriority = 2


[State 420,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 420
persistent = 0
ignorehitpause = 1
value = 420


[State 420,相殺]
type = ReversalDef
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 420,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = HA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 95),0
getpower = (var(4)=0) * 120,60 * (var(4)=0)
givepower = 9,0
pausetime = 8,8
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 65)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 22
ground.slidetime = 18
guard.hittime = 20
air.hittime = 23
guard.ctrltime = 19
airguard.ctrltime = 18
ground.velocity = -2,0
guard.velocity = -2
air.velocity = -2,-8
;;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 40
;forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 14
envshake.ampl = -6


[State 420,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S1,5
channel = 1


[State 420,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 420,「うああっ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,5
channel = 0


[State 420,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,6
channel = 0


[State 420,エフェクト表示]
type = explod
triggerall = Prevstateno != 520
trigger1 = AnimElemTime(4) = 0
anim = 425
ownpal = 1
id = 425
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1


[State 420,チェーン管理]
type = varadd
triggerall = (var(12) != 8) && (var(12) != 9) && (var(12) != [11,15])
trigger1 = time >= 0
var(12) = 8
ignorehitpause = 1


[State 420,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;空中投げ
[Statedef 430]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2


[State 430,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
attr = A,NT
hitflag = AF
priority = 1,Miss
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 8,2 * (var(4)=0)
givepower = 3,0
pausetime = 0,0
guard.pausetime = 5,5
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
p1facing    = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,1))
p2facing = 1
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0
p1stateno = 431
p2stateno = 432


[State 430,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;空中投げ（シオン）
[Statedef 431]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 431
sprpriority = 2


[State 431,ストップ]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0


[State 431,掴んだ相手の位置(1)]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = 30,-60


[State 431,掴んだ相手の位置(2)]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = -30,0


[State 431,掴んだ相手の位置(3)]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 0,-100


[State 431,掴んだ相手の位置(4)]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
pos = 30,0


[State 431,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(4) = 0
value = ceil(fvar(0) * -120)


[State 431,投げて飛ばす]
type = TargetVelAdd
trigger1 = AnimElemTime(5) = 0
x = 10
y = 14


[State 431,打撃音1]
type = PlaySnd
trigger1 = time = 0
value = s0,0
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 431,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;空中投げ（相手）
[Statedef 432]
type     = A
movetype = H
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
;anim     = 241
sprpriority = 0


[State 432,画面端対策]
type = Width
trigger1 = 1
edge = 0,0


[State 432,反転]
type = Turn
trigger1 = time = 11


[State 432,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 432


[State 432,カメラ固定]
type = screenbound
trigger1 = time < 16
value = 1
movecamera = 0,0


[State 432,開放]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 
;---------------------------------------------------------------------------
;避け
[Statedef 500]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 500
sprpriority = -1


[State 500,無敵]
type = NotHitBy
trigger1 = Time = 0
value = ,AA,AP
time = 22


[State 500,「遅い！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s8,5
channel = 0


[State 500,PlayerPush無効]
type = PlayerPush
trigger1 = 1
value = 0


[State 500,ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;スタンド立ちA
[Statedef 20200]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 20200
sprpriority = 2


[State 20200,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S,NA
hitflag = MAF
priority = 3,Hit
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 33),6
getpower = (var(4)=0) * 40,20 * (var(4)=0)
givepower = 9,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 25)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
;fall.yvelocity = 0
guard.cornerpush.veloff = -7.0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 0
kill = 1 - (var(21)=1)
guard.kill = 0
;envshake.time = 14
;envshake.ampl = -6
p2facing = ifelse(var(21)=1,1,0)


[State 20200,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20200
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20200,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20201
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20200,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20200,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 20200,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 20200,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 20200,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 20200,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; スタンド立ちB

[Statedef 20210]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 0
ctrl     = 0
velset   = 0,0
;anim     = 20210
sprpriority = 2


[State 20210,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s1,15
channel = 2


[State 20210,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 20210
persistent = 0
ignorehitpause = 1
value = 20210


[State 20210,相殺]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 20210,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ceil(fvar(0) * 55),14
getpower = (var(4)=0) * 90,45 * (var(4)=0)
givepower = 4,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,3
guardsound = -1;S0,10
ground.hittime = 14
ground.slidetime = 14
guard.hittime = 12
air.hittime = 20
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
;fall.yvelocity = 0
guard.cornerpush.veloff = -11.0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
p2facing = ifelse(var(21)=1,1,0)


[State 20210,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20210
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20210,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20211
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20210,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20210,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 20210,「ハァッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,1
channel = 0


[State 20210,「くっ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,3
channel = 0


[State 20210,チェーン管理]
type = varadd
triggerall = (var(10) != 1) && (var(10) != 3) && (var(10) != 5) && (var(10) != 7) && (var(10) != 9)
triggerall = (var(10) != 11) && (var(10) != 13) && (var(10) != 15)
trigger1 = time >= 1
var(10) = 1
ignorehitpause = 1


[State 20210,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; スタンド立ちB追撃

[Statedef 20211]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 0
ctrl     = 0
velset   = 0,0
;anim     = 20211
sprpriority = 2


[State 20211,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 20211
persistent = 0
ignorehitpause = 1
value = 20211


[State 20211,相殺]
type = ReversalDef
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 6
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 20211,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
attr = S,NA
hitflag = MAF
priority = 4,Hit
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = high
damage = ceil(fvar(0) * 54),16
getpower = (var(4)=0) * 90,45 * (var(4)=0)
givepower = 4,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
ground.hittime = 17
ground.slidetime = 16
guard.hittime = 16
air.hittime = 20
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = 0,-10
guard.velocity = -3
air.velocity = 0,-8
airfuard.velocity = -4,-1
;fall.yvelocity = 0
guard.cornerpush.veloff = -11.5
fall.recover = 1
fall.recovertime = 50
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -4
p2facing = ifelse(var(21)=1,1,0)


[State 20211,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20215
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20211,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20216
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20211,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20211,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,1
channel = 2


[State 20211,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 20211,「このッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,8
channel = 0


[State 20211,「軽過ぎる！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,10
channel = 0


[State 20211,軸位置移動]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = 8


[State 20211,移動終了]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0


[State 20211,エフェクト表示]
type = explod
trigger1 = AnimElemTime(4) = 0
anim = 30211
ownpal = 1
id = 20211
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 20211,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; スタンド立ちC
[Statedef 20220]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 0
ctrl     = 0
velset   = 0,0
;anim     = 20220
sprpriority = 2


[State 20220,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 20220
persistent = 0
ignorehitpause = 1
value = 20220


[State 20220,相殺]
type = ReversalDef
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 4
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 20220,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(7) = 0
attr = S,NA
hitflag = MAF
priority = 5,Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(fvar(0) * 101),23
getpower = (var(4)=0) * 130,65 * (var(4)=0)
givepower = 30,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
ground.hittime = 17
ground.slidetime = 16
guard.hittime = 16
air.hittime = 20
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -1,-5
airfuard.velocity = -3,-1
;fall.yvelocity = 0
guard.cornerpush.veloff = -13.0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 14
envshake.ampl = -6
p2facing = ifelse(var(21)=1,1,0)


[State 20220,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20220
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20220,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20221
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20220,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20220,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,1
channel = 2


[State 20220,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 20220,「このッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,8
channel = 0


[State 20211,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,6
channel = 0


[State 20220,軸位置移動]
type = VelAdd
trigger1 = AnimElemTime(6) = 0
x = 10


[State 20220,エフェクト表示]
type = explod
trigger1 = AnimElemTime(5) = 0
anim = 30220
ownpal = 1
id = 20220
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 20220,チェーン管理]
type = varadd
triggerall = (var(10) != 2) && (var(10) != 3) && (var(10) != 5) && (var(10) != 7) && (var(10) != 9)
triggerall = (var(10) != 11) && (var(10) != 13) && (var(10) != 15)
trigger1 = time >= 1
var(10) = 2
ignorehitpause = 1


[State 20220,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;スタンド地上投げ（開始）
[Statedef 20230]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 20230
sprpriority = 2


[State 20230,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = S,NT
hitflag = M-
priority = 1,Miss
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 3,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
p1facing    = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,1))
p2facing = 1
fall = 0
air.fall = 0
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0
p1stateno = 20231
p2stateno = 20232


[State 20230,「しまっ…！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s2,12
channel = 0


[State 20230,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;スタンド地上投げ（シオン）
[Statedef 20231]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 59
ctrl     = 0
VelSet   = 0,0
anim     = 20235
sprpriority = 2


[State 20231,画面端対策]
type = Width
trigger1 = 1
edge = 55,0


[State 20231,掴んだ相手の位置(1)]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 30,0


[State 20231,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(5) = 0
value = ceil(fvar(0) * -120)


[State 20231,相手をやられへ]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 20233
ctrl = 0


[State 20231,相手を吹っ飛ばせ！]
type = TargetState
trigger1 = AnimElemTime(7) = 0
value = 710
ctrl = 0


[State 20231,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 20231,「捕えた」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s10,3
channel = 0


[State 20231,「シャッ！！」]
type = PlaySnd
trigger1 = var(9) = 0
trigger1 = AnimElemTime(4) = 0
value = s10,2
channel = 0


[State 20231,「このッ！！」]
type = PlaySnd
trigger1 = var(9) = 1
trigger1 = AnimElemTime(4) = 0
value = s2,8
channel = 0


[State 20231,打撃音1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,0
channel = 1
Persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20231,斬撃（React）]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,8
channel = 1


[State 20231,エフェクト表示（斬撃）]
type = explod
trigger1 = AnimElemTime(5) = 0
anim = 30230
ownpal = 1
id = 20231
sprpriority = 3
postype = p1
pos = 40,-40
bindtime = -1
removeongethit = 1
pausemovetime = -1


[State 20231,エフェクト表示（ヒットスパーク）]
type = explod
trigger1 = AnimElemTime(5) = 0
anim = 40000
ownpal = 1
id = 20232
sprpriority = 7
postype = p2
pos = 0,-50
bindtime = 1
removeongethit = 1
pausemovetime = -1


[State 20231,動きを止める（ポーズ）]
type = Pause
trigger1 = Time = 0
time = 69
movetime = 69
ignorehitpause = 1
persistent = 0


[State 20231,色変化]
type = BGPalFX
trigger1 = time = 0
time = 69
invertall = 1
color = 0
add = 0,0,0
mul = 256,256,256
;sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
Persistent = 0
supermovetime = -1
pausemovetime = -1


[State 20231,振動]
type = envShake
trigger1 = AnimElemTime(5) = 0
time = 3
ampl = -4
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1


[State 20231,BGM停止]
type = AssertSpecial
trigger1 = AnimElemTime(5) <= 0
flag = NoMusic
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 20231,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;スタンド地上投げ（相手・１）
[Statedef 20232]
type     = S
movetype = H
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
;anim     = 241
sprpriority = 0


[State 20232,無敵]
type = NotHitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1


[State 20232,立ちモーションへ]
type = ChangeAnim
trigger1 = time >= 0
trigger1 = anim != 0
value = 0
supermovetime = 9999
pausemovetime = 9999


[State 20232,画面端対策]
type = Width
trigger1 = 1
edge = 0,0
;---------------------------------------------------------------------------
;スタンド地上投げ（相手・２）
[Statedef 20233]
type     = S
movetype = H
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
;anim     = 241
sprpriority = 0


[State 20233,画面端対策]
type = Width
trigger1 = 1
edge = 0,0


[State 20233,無敵]
type = NotHitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1


[State 20233,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 20236
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;スタンドしゃがみA
[Statedef 20300]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 20300
sprpriority = 2


[State 20300,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = C,NA
hitflag = MAF
priority = 3,Hit
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 30),6
getpower = (var(4)=0) * 40,20 * (var(4)=0)
givepower = 9,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 25)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
guard.cornerpush.veloff = -8.0
;fall.yvelocity = 0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
;envshake.time = 14
;envshake.ampl = -6
p2facing = ifelse(var(21)=1,1,0)


[State 20300,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20300
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20300,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20301
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20300,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20300,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 20300,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 20300,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 20300,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1,0
channel = 2


[State 20300,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;スタンドしゃがみB
[Statedef 20310]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 20310
sprpriority = 2


[State 20310,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(9) = 0
attr = C,NA
hitflag = MAF
priority = 4,Hit
guardflag = LA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = low
air.type = low
damage = ceil(fvar(0) * 30),10
getpower = (var(4)=0) * 40,20 * (var(4)=0)
givepower = 9,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 25)
hitsound = -1;S0,8
guardsound = -1;S0,10
ground.hittime = 17
ground.slidetime = 13
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
guard.cornerpush.veloff = -10.0
;fall.yvelocity = 0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -2
p2facing = ifelse(var(21)=1,1,0)


[State 20310,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20310
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20310,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20311
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20310,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20310,ボイス分岐]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
v = 9
range = 0,4


[State 20310,「ていっ！」]
type = PlaySnd
triggerall = var(9) = 0
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(8) = 0
value = s2,4
channel = 0


[State 20310,ハァッ！！」]
type = PlaySnd
triggerall = var(9) = 1
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(8) = 0
value = s2,6
channel = 0


[State 20310,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(8) = 0
value = s1,1
channel = 2


[State 20310,エフェクト表示]
type = explod
trigger1 = AnimElemTime(4) = 0
anim = 30310
ownpal = 1
id = 30310
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 20310,エフェクト表示]
type = explod
trigger1 = AnimElemTime(8) = 0
anim = 30311
ownpal = 1
id = 30311
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 20310,チェーン管理]
type = varadd
triggerall = (var(11) != 1) && (var(11) != 3)
trigger1 = time >= 0
var(11) = 1
ignorehitpause = 1


[State 20310,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;スタンドしゃがみC
[Statedef 20320]
type     = C
movetype = A
physics  = C
juggle   = 2
poweradd = 0
ctrl     = 0
;anim     = 20320
sprpriority = 2


[State 20320,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 20320
persistent = 0
ignorehitpause = 1
value = 20320


[State 20320,相殺]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 2
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 20320,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = C,NA
hitflag = MAF
priority = 5,Hit
guardflag = LA
animtype = high
air.animtype = high
fall.animtype = high
ground.type = low
air.type = low
damage = ceil(fvar(0) * 95),25
getpower = (var(4)=0) * 120,60 * (var(4)=0)
givepower = 9,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 25)
hitsound = -1;S0,6
guardsound = -1;S0,10
ground.hittime = 22
ground.slidetime = 24
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,ifelse(var(21)=1,0,-2)
guard.velocity = -5
air.velocity = -2,-1
airfuard.velocity = -2,-1
fall.yvelocity = 0
guard.cornerpush.veloff = -11.0
fall.recover = 0
forcestand = 0
fall = ifelse(var(21)=1,0,1)
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 14
envshake.ampl = -6
p2facing = ifelse(var(21)=1,1,0)


[State 20320,タンデム音声再生&ヒット数加算用（Hit）]
type = projectile
trigger1 = Ishelper
trigger1 = movehit
projID = 20320
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20320,タンデム音声再生&ヒット数加算用（Guard）]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20321
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20320,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20320,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 20320,「ていっ！」]
type = PlaySnd
triggerall = var(9) = 0
trigger1 = AnimElemTime(4) = 0
value = s2,4
channel = 0


[State 20320,「でぇいッ！！」]
type = PlaySnd
triggerall = var(9) = 1
trigger1 = AnimElemTime(4) = 0
value = s2,9
channel = 0


[State 20320,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s1,1
channel = 2


[State 20320,チェーン管理]
type = varadd
triggerall = (var(11) !=2) && (var(11) != 3)
trigger1 = time >= 0
var(11) = 1
ignorehitpause = 1


[State 20320,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;スタンド空中A
[Statedef 20400]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 20400
sprpriority = 2


[State 20400,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = HA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ceil(fvar(0) * 31),6
getpower = (var(4)=0) * 40,20 * (var(4)=0)
givepower = 9,0
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 75)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 10
air.hittime = 22
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-1
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
;envshake.time = 14
;envshake.ampl = -6
p2facing = ifelse(var(21)=1,1,0)


[State 20400,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 20400
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20400,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20401
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20400,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20400,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 20400,「フッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,0
channel = 0


[State 20400,「ヤッ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,2
channel = 0


[State 20400,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 20400,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;スタンド空中B
[Statedef 20410]
type     = A
movetype = A
physics  = A
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 20410
sprpriority = 2


[State 20410,アニメ変更（相殺用）]
type = ChangeAnim
trigger1 = anim != 20410
persistent = 0
ignorehitpause = 1
value = 20410


[State 20410,相殺]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 1
reversal.attr = SCA,AA,AP 
pausetime = 0,2
numhits = 0
sparkno = -1;-1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 520


[State 20410,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = HA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 64),14
getpower = (var(4)=0) * 80,40 * (var(4)=0)
givepower = 19,6
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 75)
hitsound = -1;S0,8
guardsound = -1;S0,10
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 10
air.hittime = 22
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-6
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 12
envshake.ampl = -4
p2facing = ifelse(var(21)=1,1,0)


[State 20410,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 20410
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20411,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 11111
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20410,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20410,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 20410,「くっ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,3
channel = 0


[State 20410,「ていっ！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 1
value = s2,4
channel = 0


[State 20410,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1,0
channel = 2


[State 20410,エフェクト表示]
type = explod
trigger1 = AnimElemTime(3) = 0
anim = 30410
ownpal = 1
id = 30410
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 20410,チェーン管理]
type = varadd
triggerall = (var(12) !=1) && (var(12) != 3)
trigger1 = time >= 0
var(12) = 1
ignorehitpause = 1


[State 20410,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;スタンド空中C
[Statedef 20420]
type     = A
movetype = A
physics  = A
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 20420
sprpriority = 2


[State 20420,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = A,NA
hitflag = MAF
priority = 3,Hit
guardflag = HA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 90),21
getpower = (var(4)=0) * 130,65 * (var(4)=0)
givepower = 19,6
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 75)
hitsound = -1;S0,6
guardsound = -1;S0,10
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 10
air.hittime = 22
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -2,-7
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 50
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 12
envshake.ampl = -4
p2facing = ifelse(var(21)=1,1,0)


[State 20420,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 20420
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20420,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 20421
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999


[State 20420,ヒット解除]
type = MoveHitReset
trigger1 = Ishelper
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20420,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 20420,「うああっ！！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(9) = 0
value = s2,5
channel = 0


[State 20420,「潰れろッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 1
value = s2,7
channel = 0


[State 20420,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1,1
channel = 2


[State 20420,チェーン管理]
type = varadd
triggerall = (var(12) !=2) && (var(12) != 3)
trigger1 = time >= 0
var(12) = 1
ignorehitpause = 1


[State 20420,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;スタンド空中投げ（始動）
[Statedef 20430]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 20430
sprpriority = 2


[State 20430,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
attr = A,NT
hitflag = AF
priority = 1,Miss
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 3,0
pausetime = 0,0
guard.pausetime = 5,5
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
p1facing    = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,1))
p2facing = 1
p1stateno = 20431
p2stateno = 20440
fall = 0
air.fall = 0
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0


[State 20430,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;スタンド空中投げ（シオン側）
[Statedef 20431]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
Velset	 = 0,0
anim     = 20431
sprpriority = 2


[State 20431,掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 1
pos = 20,-40


[State 20431,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(5) = 0
value = ceil(fvar(0) * -150)


[State 20431,投げて飛ばす]
type = TargetVelAdd
trigger1 = AnimElemTime(5) = 1
x = -10
y = 14


[State 20431,相手のステート変更]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 20441
ctrl = 0

[State 20431,軽く浮く]
type = VelAdd
trigger1 = AnimElemTime(10) = 0
x = -1.5
y = -3


[State 20431,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 20431,「捕えた」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s10,3
channel = 0



[State 20431,「シャッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 1
value = s10,2
channel = 0


[State 20431,「温い！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 0
value = s10,4
channel = 0


[State 20431,打撃音1]
type = PlaySnd
trigger1 = time = 0
value = s0,0
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20431,打撃音3]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,2
channel = 1


[State 20431,エフェクト表示]
type = explod
trigger1 = AnimElemTime(5) = 0
anim = 40000
ownpal = 1
id = 20431
sprpriority = 3
ontop = 1
postype = p1
pos = 30,-40
bindtime = 1
removeongethit = 0
pausemovetime = ifelse(var(21)=1,999999,0)


[State 20431,ステート変更]
type = ChangeState
trigger1 = AnimElemTime(11) >= 0
value = 20432
ctrl = 0
;---------------------------------------------------------------------------
;スタンド空中投げ終了
[Statedef 20432]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
;Velset	 = 0,0
;anim     = 20430
sprpriority = 0


[State 20432,ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
;スタンド空中投げ（相手側）（掴まれ中
[Statedef 20440]
type     = A
movetype = H
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
Velset	 = 0,0
;anim     = 20430
sprpriority = 0


[State 20440,やられアニメ]
type = ChangeAnim2
trigger1 = 1
value = 20432


;---------------------------------------------------------------------------
;スタンド空中投げ（相手側）（投げられ
[Statedef 20441]
type     = A
movetype = H
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
;Velset	 = 0,0
;anim     = 20430
sprpriority = 0


[State 20441,やられアニメ]
type = ChangeAnim2
trigger1 = anim != 20433
value = 20433


[State 20441,開放]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 
;---------------------------------------------------------------------------
;スタンドGC
[Statedef 20450]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -150 - (150 * (var(4)!=3))
ctrl     = 0
anim     = 20450
sprpriority = 1


[State 20450,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = S,NA
hitflag = MAF
priority = 3,Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 60),15
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 19,6
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -10,ceil(p2bodydist y - 75)
hitsound = -1;S0,6
guardsound = -1;S0,10
ground.hittime = 40
ground.slidetime = 20
guard.hittime = 10
air.hittime = 42
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -2,-7
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 12
envshake.ampl = -4
p2facing = ifelse(var(21)=1,1,0)


[State 20450,無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) <= 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1


[State 20450,ヒット確認リセット]
type = varset
trigger1 = time = 0
var(23) = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20450,ヒット確認(ヒット)]
type = varset
trigger1 = movehit
var(23) = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20450,ヒット確認(ガード)]
type = varset
trigger1 = moveguarded
var(23) = 2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 20450,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,3


[State 20450,「軽過ぎる！！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s2,10
channel = 0


[State 20450,「温い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s10,4
channel = 0


[State 20450,斬撃(ReAct)]
type = PlaySnd
trigger1 = movehit
value = s0,8
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 20450,ガード音]
type = PlaySnd
trigger1 = MoveGuarded
value = s0,10
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 20450,フラッシュ]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
under = 0
persistent = 0
ignorehitpause = 1


[State 20450,補正用ヒットカウント]
type = VarAdd
trigger1 = movehit
var(18) = 1
persistent = 0
ignorehitpause = 1


[State 20450,エフェクト表示（斬撃）]
type = explod
trigger1 = AnimElemTime(2) = 0
anim = 30230
ownpal = 1
id = 20231
sprpriority = 3
postype = p1
pos = 40,-40
bindtime = -1
removeongethit = 1
pausemovetime = -1


[State 20450,特定攻撃補正]
type = VarSet
triggerall = movehit
triggerall = fvar(4) >= 0.45
trigger1 = fvar(4) < 0.75
fvar(4) = 0.75
ignorehitpause = 1


[State 20450,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 20450,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
