;スタンド出現
[Statedef 8000]
type    = S
movetype= I
physics = S
ctrl = 1
velset = 0,0,0
anim = 18530
sprpriority = 2

[State 8000, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1680, 1

[State 8000, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1680, 2

[State 8000, 2]
type = helper
trigger1 = time = 0
trigger1 = numhelper(10000) = 0
helpertype = normal
name = "silverchariot"
id = 20000
pos = 0,0
postype = p1
stateno = 10000
keyctrl = 1
ownpal = 1
bindtime = 1

[State 250, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------
;空中スタンドオン
[statedef 8001]
type    = A
physics = A
ctrl = 0
anim = 1700

[State 8000, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1680, 1

[State 8000, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1680, 2

[State 8001, 2]
type = helper
trigger1 = time = 0
trigger1 = numhelper(10000) = 0
trigger1 = numhelper(20000) = 0
helpertype = normal
name = "silverchariot"
id = 20000
pos = 0,0
postype = p1
stateno = 8002
keyctrl = 1
ownpal = 1
bindtime = 1

[State 8001, 3]
type = ChangeState
trigger1 = animTime = 0
value = 50
ctrl = 1

;------------------------------------------------------
;空中でスタンドをオンにした時のスタンドの動作
[Statedef 8002]
type = S
movetype = I
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 10040
sprpriority = -2

[State 10000]
type = BindToParent
trigger1 = time >= 0
pos = 20,0

[State 10000]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 10000

;------------------------------------------------------
;スタンドモード解除
[Statedef 8100]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1681

[State 8100, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1680, 4

[State 250, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------
;スタンドモード解除（スタンド）
[Statedef 8101]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1682

[State 10000]
type = BindToParent
trigger1 = time = 0
pos = 10,-10

[State 8101,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 8101, 1]
type = ChangeState
trigger1 = animtime = 0
value = 19000
ctrl = 1

;=====================================================
;スタンドモード関連
[Statedef 10000]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 10210
sprpriority = 0

[State 0, var]
type = varset
trigger1 = !time
var(13) = 10000

[State 10000]
type = BindToParent
trigger1 = time >= 0
pos = 20,0

[State 10000]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000, 1]
type = VarSet
trigger1 = time = 0
v = 8
value = 0

[State 10000, 1]
type = Varadd
trigger1 = parent,Anim = [150,153]
v = 8
value = 2

[State 10000, 1]
type = Varadd
trigger1 = parent,movetype = H
v = 8
value = parent,GetHitVar(damage)*5

[State 10000, 1]
type = VarSet
v = 9
value = 0
trigger1 = (parent,stateno = 0) || (parent,stateno = 11)

[State 10000, 2]
type = HitOverride
trigger1 = time >= 0
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 10010

[State 10000, 3]
type = ChangeState
trigger1 = parent, stateno = 5110
trigger2 = parent, var(9) = 3
value = 10010

[State stand guard]
type = Changestate
trigger1 = parent, stateno  = [130,131]
value = 10130

[State stand]
type = Changestate
trigger1 = parent, stateno  = 132
value = 10131

[State stand]
type = Changeanim
trigger1 = parent, stateno  = 51
value = 1711

[State stand]
type = sprpriority
trigger1 = 1
value = -2

[State stand]
type = Changeanim
triggerall = Anim != 10000
trigger1 = parent, stateno  = 0
value = 10000

[State Stand]
type = ChangeAnim
triggerall = Anim != 1712
trigger1 = Parent,StateNo = 11
value = 1712

[State 10000]
type = ChangeAnim
triggerall = Anim != 1713+(Parent,Vel X < 0)
trigger1 = Parent, StateNo = 20
trigger2 = Parent, StateNo = 50
value = 1713+(Parent,Vel X < 0)

[State 10000]
type = ChangeAnim
triggerall = Anim != 1852+(Parent,Vel X > 0)
trigger1 = Parent, StateNo = 20
trigger2 = Parent, StateNo = 50
value = 1852+(Parent,Vel X > 0)

[State Jump Anim]
type = ChangeAnim
trigger1 = Anim != 10040
trigger1 = Parent, stateno = 40
value = 10040

[State run forward]
type = Changeanim
trigger1 = Anim != 1714
trigger1 = (parent, stateno  = 188) || (parent, stateno  = 188)
value = 1714

[State jump run forward]
type = Changeanim
trigger1 = Anim != 1714
trigger1 = (parent, stateno  = 168) || (parent, stateno  = 168)
value = 1714

[State run backward]
type = Changeanim
trigger1 = Anim != 1715
trigger1 = parent, stateno  = 106
value = 1715

[State jump run backward]
type = Changeanim
trigger1 = Anim != 1715
trigger1 = parent, stateno  = 169
value = 1715

[State stand light attack]
type = Changestate
triggerall = parent,stateno = 8200
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10200

[State stand light attack]
type = Changestate
triggerall = parent,stateno = 8205
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10205

[State stand  middle attack]
type = Changestate
triggerall = parent,stateno = 8210
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10210

[State stand heavy attack]
type = Changestate
triggerall = parent,stateno = 8220
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10220

[State attack]
type = Changestate
triggerall = parent,stateno = 8300
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10300

[State attack]
type = Changestate
triggerall = parent,stateno = 8310
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10310

[State attack]
type = Changestate
triggerall = parent,stateno = 8320
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10320

[State attack]
type = Changestate
triggerall = parent,stateno = 8330
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10330

[State attack]
type = Changestate
triggerall = parent,stateno = 8340
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10340

[State attack]
type = Changestate
triggerall = parent,stateno = 8350
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10350

[State attack]
type = Changestate
triggerall = parent,stateno = 8360
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10360

[State stand low light attack]
type = Changestate
triggerall = parent,stateno = 8400
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10400

[State stand low middle attack]
type = Changestate
triggerall = parent,stateno = 8410
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10410

[State stand combo low heavy attack]
type = Changestate
triggerall = parent,stateno = 8420
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10420

[State stand jump light attack]
type = Changestate
triggerall = parent,stateno = 8600
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10600

[State stand jump middle attack]
type = Changestate
triggerall = parent,stateno = 8610
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10610

[State stand jump heavy attack]
type = Changestate
triggerall = parent,stateno = 8620
trigger1 = parent,time = 1
ignorehitpause = 1
value = 10620

[State ﾚｲﾀﾞｰﾂ(ｽﾀﾝﾄﾞﾓｰﾄﾞ時)]
type = Changestate
triggerall = parent,stateno = 11000
trigger1 = parent,time = 1
ignorehitpause = 1
value = 11168

[State ﾚｲﾀﾞｰﾂ(ｽﾀﾝﾄﾞﾓｰﾄﾞ時)]
type = Changestate
triggerall = parent,stateno = 12000
trigger1 = parent,time = 1
ignorehitpause = 1
value = 12168

[State ﾚｲﾀﾞｰﾂ(ｽﾀﾝﾄﾞﾓｰﾄﾞ時)]
type = Changestate
triggerall = parent,stateno = 13000
trigger1 = parent,time = 1
ignorehitpause = 1
value = 13168

[State stand clear]
type = Changestate
triggerall = parent,stateno = 8100
trigger1 = parent,time = 1
ignorehitpause = 1
value = 8101

[State recover Anim]
type = ChangeAnim
trigger1 = Anim != 1716
trigger1 = Parent, stateno = 5040
value = 1716

[State Stand]
type = ChangeAnim
triggerall = Anim != 15000
triggerall = Parent,stateno != [120,159]
trigger1 = Parent,statetype != A
trigger1 = Parent,movetype = H
value = 15000

[State Stand] 
type = ChangeAnim
triggerall = Anim != 15010
triggerall = Parent,stateno != [120,159]
trigger1 = Parent,statetype = A
trigger1 = Parent,movetype = H
value = 15010

[State stand]
type = ParentVarSet
triggerall = Parent,MoveType = H
trigger1 = Parent,stateno = [5080,5150]
trigger1 = Parent,movetype = H
trigger2 = Parent,stateno != [5000,5150]
trigger2 = Parent,stateno != [120,159]
trigger2 = Parent,movetype = H
trigger2 = Parent,movetype != A
trigger2 = Parent,ctrl = 0
trigger2 = Parent,p2movetype = A
var(6) = 1

[State Stand] 
type = Changestate
trigger1 = Parent,Var(6) = 1
value = 19000

[State 10000]
type = turn
trigger1 = facing != parent, facing = 1

;-----------------------------------
;スタンドモード（立ち＆しゃがみガード）
[Statedef 10130]
type = S
movetype= A
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 1717

[State 10000]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 255, 1]
type = sprpriority
trigger1 = time >= 0
value = 2

[State 255, 2]
type = BindToParent
trigger1 = time >= 0
pos = 20,0

[State 255, 3]
type = Changestate
trigger1 = (parent, stateno != [130,131]) && (parent, stateno != [150,153])
value = 10000

;------------------------------------------
;スタンドモード（空中ガード）
[Statedef 10131]
type = A
movetype= A
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 1718

[State 10000]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 257, 1]
type = sprpriority
trigger1 = time >= 0
value = 2

[State 257, 2]
type = BindToParent
trigger1 = time >= 0
pos = 20,0

[State 257, 3]
type = Changestate
trigger1 = (parent, stateno  != 132) && (parent, stateno  != [154,155])&& (parent, stateno != 51)
value = 10000

;------------------------------------------
;スタンド消す
[Statedef 19000]
type = A
movetype= A
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 19000,0]
type = DestroySelf
trigger1 = time = 0

;------------------------------------------
;立ち遠距離弱（本体）
[Statedef 8200]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0,0
anim = 8200
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8200, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10200
value = 0
ctrl = 1

;==============================
;立ち遠距離弱（スタンド）
[Statedef 10200]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 1789
sprpriority = -1

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,32

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8210
value = 10210
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8220
value = 10220
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8410
value = 10410
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8420
value = 10420
ctrl = 0

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 254, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 201, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = light
damage    = 20,2
guardflag = MA
pausetime = 12,9
sparkno = S1872
guard.sparkno = S1877
sparkxy = -10,-70
hitsound   = s1680,30
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10200]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;立ち近距離弱
[Statedef 8205]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 8200
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8205, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10205
value = 0
ctrl = 1

;==============================
;立ち近距離弱（スタンド）
[Statedef 10205]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 1790
sprpriority = -1

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,33

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,26

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8210
value = 10210
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8220
value = 10220
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8410
value = 10410
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8420
value = 10420
ctrl = 0

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10205, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 20,2
guardflag = MA
pausetime = 12,9
sparkno = S1872
guard.sparkno = S1877
sparkxy = -10,-70
hitsound   = s1680,29
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10205]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;立ち中（本体）
[Statedef 8210]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8210, 3]
type = PosAdd
trigger1 = time = 5
x = 4

[State 8210, 3]
type = PosAdd
trigger1 = time = 9
x = 7

[State 180, 1]
type = varrandom
trigger1 = Time = 0
v = 1
range = 50

[State 180, 2]
type = Changeanim
trigger1 = Anim != 1791
trigger1 = Var(14) = [0,25]
value = 1791

[State 180, 3]
type = Changeanim
trigger1 = Anim != 1796
trigger1 = Var(14) = [26,50]
value = 1796

[State 8210, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10210
value = 0
ctrl = 1

;==============================
;立ち中（スタンド）
[Statedef 10210]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
sprpriority = -1
anim = 1854

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,34

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,27

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8220
value = 10220
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8420
value = 10420
ctrl = 0

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 22,2
guardflag = MA
pausetime = 6,10
sparkxy = -10,-70
sparkno = S1873
guard.sparkno = S1877
hitsound   = s1680,31
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10210]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;立ち強（本体）
[Statedef 8220]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0,0
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8210, 3]
type = PosAdd
trigger1 = time = 3
x = 4

[State 8210, 3]
type = PosAdd
trigger1 = time = 5
x = 4

[State 8210, 3]
type = PosAdd
trigger1 = time = 7
x = 2

[State 8210, 3]
type = PosAdd
trigger1 = time = 8
x = 2

[State 8210, 3]
type = PosAdd
trigger1 = time = 9
x = 2

[State 180, 1]
type = varrandom
trigger1 = Time = 0
v = 1
range = 50

[State 180, 2]
type = Changeanim
trigger1 = Anim != 1791
trigger1 = Var(14) = [0,25]
value = 1791

[State 180, 3]
type = Changeanim
trigger1 = Anim != 1792
trigger1 = Var(14) = [26,50]
value = 1792

[State 8220, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10220
value = 0
ctrl = 1

;==============================
;立ち強（スタンド）
[Statedef 10220]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
sprpriority = -1
anim = 1793

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,35

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8410
value = 10410
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8420
value = 10420
ctrl = 0

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 27,2
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = S1874
guard.sparkno = S1877
hitsound   = s1680,37
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -10
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;後ろを押しながら中攻撃（本体）
[Statedef 8300]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 180, 1]
type = varrandom
trigger1 = Time = 0
v = 1
range = 50

[State 180, 2]
type = Changeanim
trigger1 = Anim != 1791
trigger1 = Var(14) = [0,25]
value = 1791

[State 180, 3]
type = Changeanim
trigger1 = Anim != 1792
trigger1 = Var(14) = [26,50]
value = 1792

[State 8220, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10300
value = 0
ctrl = 1

;==============================
;後ろを押しながら中攻撃（スタンド）
[Statedef 10300]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
sprpriority = -1
anim = 1794

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,36

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,27

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 27,2
guardflag = MA
pausetime = 14,14
sparkxy = -10,-70
sparkno = S1873
guard.sparkno = S1877
hitsound   = s1680,31
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;前を押しながら強攻撃（本体）
[Statedef 8310]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 70
ctrl = 0
sprpriority = 2

[State 10200]
type = Velset
trigger1 = Time = [6,10]
x = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 180, 1]
type = varrandom
trigger1 = Time = 0
v = 1
range = 50

[State 180, 2]
type = Changeanim
trigger1 = Anim != 1791
trigger1 = Var(14) = [0,25]
value = 1791

[State 180, 3]
type = Changeanim
trigger1 = Anim != 1791
trigger1 = Var(14) = [26,50]
value = 1791

[State 8220, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10310
value = 0
ctrl = 1

;==============================
;前を押しながら強攻撃（スタンド）
[Statedef 10310]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
sprpriority = -1
anim = 1795

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,35

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10200]
type = Velset
trigger1 = Time = [6,10]
x = 2

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 32,2
guardflag = MA
pausetime = 14,14
sparkxy = -10,-70
sparkno = S1874
guard.sparkno = S1877
hitsound   = s1680,37
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;前ダッシュ弱攻撃（本体）
[Statedef 8320]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
anim = 1796
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8320, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5 

[State 8320, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10320
value = 0
ctrl = 1

;==============================
;前ダッシュ弱攻撃（スタンド）
[Statedef 10320]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
sprpriority = -1
anim = 1790

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,33

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,27

[State 10320, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5 

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 22,2
guardflag = MA
pausetime = 9,9
sparkxy = -10,-70
sparkno = S1872
guard.sparkno = S1877
hitsound   = s1680,29
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;前&バックダッシュ中攻撃（本体）
[Statedef 8330]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 1796
velset = 0,0
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8210, 3]
type = PosAdd
trigger1 = time = 1
x = 5

[State 8320, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10330
value = 0
ctrl = 1

;==============================
;前&バックダッシュ中攻撃（スタンド）
[Statedef 10330]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
sprpriority = -1
anim = 10210

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,34

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 27,3
guardflag = MA
pausetime = 14,14
sparkxy = -10,-70
sparkno = S1873
guard.sparkno = S1877
hitsound   = s1680,31
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000


;==============================
;前ダッシュ強攻撃（本体）
[Statedef 8340]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 70
ctrl = 0
anim = 1796
sprpriority = 2

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5 

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8320, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10340
value = 0
ctrl = 1

;==============================
;前ダッシュ強攻撃（スタンド）
[Statedef 10340]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
sprpriority = -1
anim = 1797

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,35

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5 

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 32,2
guardflag = MA
pausetime = 10,10
sparkxy = -10,-70
sparkno = S1874
guard.sparkno = S1877
hitsound   = s1680,37
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;バックダッシュ弱攻撃（本体）
[Statedef 8350]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
anim = 1796
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8320, 1]
type = VelSet
trigger1 = Time = 0
x = -6.5 

[State 8320, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10350
value = 0
ctrl = 1

;==============================
;バックダッシュ弱攻撃（スタンド）
[Statedef 10350]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
sprpriority = -1
anim = 1790

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,33

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,27

[State 10320, 1]
type = VelSet
trigger1 = Time = 0
x = -6.5 

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 22,2
guardflag = MA
pausetime = 9,9
sparkxy = -10,-70
sparkno = S1872
guard.sparkno = S1877
hitsound   = s1680,29
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;==============================
;バックダッシュ強攻撃（本体）
[Statedef 8360]
type = S
movetype= A
physics = S
juggle  = 4
poweradd= 70
ctrl = 0
anim = 1796
sprpriority = 2

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = -6.5 

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8320, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10360
value = 0
ctrl = 1

;==============================
;バックダッシュ強攻撃（スタンド）
[Statedef 10360]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
sprpriority = -1
anim = 1797

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,35

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5 

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 37,2
guardflag = MA
pausetime = 10,10
sparkxy = -10,-70
sparkno = S1874
guard.sparkno = S1877
hitsound   = s1680,31
guardsound = s1680,23
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 10220]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10000

;---------------------------------------------------------------------------
;しゃがみ弱攻撃（本体）
[Statedef 8400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 1798
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8400, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10400
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱攻撃（スタンド）
[Statedef 10400]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 1799
sprpriority = -1

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,32

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,27

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8210
value = 10210
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8220
value = 10220
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8410
value = 10410
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8420
value = 10420
ctrl = 0

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 10400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20,2
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 12,9
sparkno = S1872
guard.sparkno = S1877
sparkxy = -10,-42
hitsound   = s1680,30
guardsound = s1680,23
ground.type = Low
ground.slidetime = 4
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.5,-3

[State 10400]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

;---------------------------------------------------------------------------
;しゃがみ中攻撃（本体）
[Statedef 8410]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 25
ctrl = 0
anim = 1798
sprpriority = 2

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8410, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10410
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中攻撃（スタンド）
[Statedef 10410]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 1800
sprpriority = -1

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,34

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8220
value = 10220
ctrl = 0

[State 10200,combo]
type = ChangeState
trigger1 = !Parent,Var(4)
trigger1 = Parent,StateNo = 8420
value = 10420
ctrl = 0

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 27,2
priority  = 3
animtype = Medium
hitflag = MAF
guardflag = L
pausetime = 13,13
sparkno = S1873
guard.sparkno = S1877
sparkxy = -10,-42
hitsound   = s1680,31
guardsound = s1680,23
ground.type = Low
ground.slidetime = 4
ground.hittime  = 5
ground.velocity = -6
air.velocity = -1.5,-3

[State 10410]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

;---------------------------------------------------------------------------
;しゃがみ強攻撃（本体）
[Statedef 8420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 55
ctrl = 0
anim = 1798
sprpriority = 2

[State 8420, 3]
type = PosAdd
trigger1 = time = 8
x = 3

[State 8420, 3]
type = PosAdd
trigger1 = time = 9
x = 4

[State 8420, 3]
type = PosAdd
trigger1 = time = 10
x = 9

[State 10200]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 8420, 0]
type = ChangeState
trigger1 = Var(4)
trigger1 = Helper(20000),StateNo != 10420
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強攻撃（スタンド）
[Statedef 10420]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 1801
sprpriority = -1

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,35

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10200]
type = ParentVarSet
trigger1 = Time = 0
var(4) = 1

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 10210, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 37,2
priority  = 3
animtype  = Hard
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S1874
guard.sparkno = S1877
sparkxy = -10,-42
hitsound   = s1680,37
guardsound = s1680,23
ground.type = Low
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -8
air.velocity = -1.5,-3

[State 10420]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

;----------------------------------------
;空中弱攻撃（自分）
[StateDef 8600]
type = A
physics = A
movetype = A
ctrl = 0
poweradd= 20
sprpriority = 2

[State  8600]
type = Null
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

;---------------------------------------------------------------------------
;空中弱攻撃（スタンド）
[Statedef 10600]
type    = A
movetype= A
physics = N
juggle  = 2
ctrl = 0
anim = 1802

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,33

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,26

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 254, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 22,2
guardflag = HA
priority = 3
pausetime = 9,14
sparkno = S1872
guard.sparkno = S1877
sparkxy = -10,-58
hitsound   = s1680,29
guardsound = s1680,23
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 10600]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State ChangeToStand]
type = ChangeState
trigger1 = Parent, StateNo != 8600
ignorehitpause = 1
value = 10000

;----------------------------------------
;空中中攻撃（自分）
[StateDef 8610]
type = A
physics = A
movetype = A
ctrl = 0
poweradd=25
sprpriority = 2

[State 8600]
type = Null
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

;---------------------------------------------------------------------------
;空中中攻撃（スタンド）
[Statedef 10610]
type    = A
movetype= A
physics = N
juggle  = 2
ctrl = 0
anim = 1803

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,34

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,27

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 254, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 27,2
guardflag = HA
priority = 3
pausetime = 9,14
sparkno = S1873
guard.sparkno = S1877
sparkxy = -10,-58
hitsound   = s1680,31
guardsound = s1680,23
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 10610]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State ChangeToStand]
type = ChangeState
trigger1 = Parent, StateNo != 8610
ignorehitpause = 1
value = 10000

;----------------------------------------
;空中強攻撃（自分）
[StateDef 8620]
type = A
physics = A
movetype = A
ctrl = 0
poweradd= 35
sprpriority = 2

[State 8600]
type = Null
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

;---------------------------------------------------------------------------
;空中強攻撃（スタンド）
[Statedef 10620]
type    = A
movetype= A
physics = N
juggle  = 2
ctrl = 0
anim = 1804

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,35

[State 8200,0]
type = PlaySnd
trigger1 = Time = 1
value = s1680,28

[State 10000,0]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA, AA, AP, AT

[State 10000,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 254, 4]
type = BindToroot
trigger1 = time >= 0
pos = 20,0
value = 1
ignorehitpause = 1

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 37,3
guardflag = HA
priority = 3
pausetime = 9,14
sparkno = S1874
guard.sparkno = S1877
sparkxy = -10,-58
hitsound   = s1680,37
guardsound = s1680,23
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 10620]
type = ChangeState
trigger1 = Parent,MoveType = H
ignorehitpause = 1
value = 10000

[State ChangeToStand]
type = ChangeState
trigger1 = Parent, StateNo != 8620
ignorehitpause = 1
value = 10000
