
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 30
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.78        ;Horizontal scaling factor.
yscale = 0.78        ;Vertical scaling factor.
ground.back = 20     ;Player width (back, ground)
ground.front = 20    ;Player width (front, ground)
air.back = 20        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 200    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -10, -90   ;Approximate position of head
mid.pos = -10, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.5         
walk.back = -2.5           
run.fwd  = 2.5, 0        
run.back = -2.5, 0         
jump.neu = 0,-9           
jump.back = -3,-9         
jump.fwd = 3,-9           
runjump.back = -2.55,-8.1  
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1       
airjump.back = -2.55      
airjump.fwd = 2.5         

[Movement]
airjump.num = 0       
airjump.height = 35  
yaccel = .40          
stand.friction = .85   
crouch.friction = .82 

;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[state 180, 1]
type = Changestate
trigger1 = life = lifemax
trigger2 = Matchover = 1
value = 181

[State 180, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0, 9
channel = 0

[State 180, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 10
channel = 0

[State 181, 2]
type = Helper
trigger1 = AnimElem = 6
Persistent = 0
name = "gurasan"  
stateno = 185
ID = 185
pos = -37,-133
postype = P1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 181, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 185]
type = A                                                             
ctrl = 0                         
anim = 185
velset = -2.5,-5
sprpriority = 1

[State 185,1]
type = VelAdd
trigger1 = 1
y = .3

[State 185,2]
type = DestroySelf
trigger1 = Pos Y >= 0


;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1] 
type = ChangeAnim
trigger1 = time = 0
trigger1 = RoundState = 0
value = 190+random%4

[State 190, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = PlaySnd
trigger1 = Time = 10
value = 0, 7
channel = 0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 50
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 100]
type = S
ctrl = 0
anim = 100
velset = 0,0
movetype = I
physics = N

[State 100, 1]
type = ChangeState
trigger1 = var(59) = 0
Trigger1 = Command = "holdback" || Command = "holdup" || Command = "holddown"
Value = 0
ctrl = 1

[State 100, 2]
type = Velset
trigger1 = AnimElem = 2
x = 7

[State 100, 3]
type = Velset
trigger1 = AnimElem = 4
x = 0

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 105]
type = S
ctrl = 0
anim = 105
velset = 0,0
movetype = I
physics = N

[State 105, 1]
type = ChangeState
trigger1 = var(59) = 0
Trigger1 = Command = "holdfwd" || Command = "holdup" || Command = "holddown"
Value = 0
ctrl = 1

[State 105, 2]
type = Velset
trigger1 = AnimElem = 2
x = -7

[State 105, 3]
type = Velset
trigger1 = AnimElem = 4
x = 0

[State 105, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 200]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                  
anim = 200                             

[State 200, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 2
attr = S, NA                     
damage = 48, 0 
getpower = 0,0                
animtype = Light                 ;Light, Medium, Heavy, Back 
guardflag = M               
hitflag = MAP                   
priority = 3, Hit              
pausetime = 6, 8                
sparkno = s9600
guard.sparkno = s9750                   
sparkxy = -10, -85              
hitsound = s2,0+(Random%4)               
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 9
guard.hittime = 9          
ground.velocity = -7   
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6 

[State 200, 5]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 205]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 205                                      

[State 205, 1]
type = HitDef
triggerall = var(59) = 0
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = Time < 1
attr = S, NT
hitflag = M-  
priority = 1, Miss
sparkno = -1 
sprpriority = 1
p1facing = IFelse(BackEdgeDist < 100, -1, 1)
p1stateno = 500
p2facing = 1
p2stateno = 5998
guard.dist = 0 
snap = 40, 0
guard.dist = 0
fall = 1

[State 205, 1]
type = HitDef
triggerall = var(59) = 1
trigger1 = Time < 1
attr = S, NT
hitflag = M-  
priority = 1, Miss
sparkno = -1 
sprpriority = 1
p1facing = IFelse(BackEdgeDist < 100, -1, 1)
p1stateno = 500
p2facing = 1
p2stateno = 5998
guard.dist = 0 
snap = 40, 0
guard.dist = 0
fall = 1

[State 205, 3]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 4
attr = S, NA                     
damage = 130, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                 
hitflag = MAP                  
priority = 3, Hit              
pausetime = 14, 20                
sparkno = s9600
guard.sparkno = s9750                        
sparkxy = -20, -76              
hitsound = s2,0+(Random%4)                   
guardsound = s2,0+(Random%4)               
ground.type = High               ;High, Low, Trip
ground.slidetime = 15             
ground.hittime  = 15  
guard.slidetime = 9
guard.hittime = 9          
ground.velocity = -12   
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6                     

[State 205, 4]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 205, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 205, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 210]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 210                                      

[State 210, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 162, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 8, 16                
sparkno = s9650
guard.sparkno = s9750                    
sparkxy = -10, -88              
hitsound = s2,0+(Random%4)                   
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -12           
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip
                   

[State 210, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 215]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 215                                      

[State 215, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = S, NA                     
damage = 90, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                   
priority = 3, Hit              
pausetime = 15, 16                
sparkno = s9600
guard.sparkno = s9750                        
sparkxy = -10, -80              
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -12         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4                  

[State 215, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 215, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 215, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 220]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 220                                      

[State 220, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem =4
attr = S, NA                     
damage = 90, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                 
hitflag = MAP                  
priority = 3, Hit              
pausetime = 7, 12                
sparkno = s9600
guard.sparkno = s9750                       
sparkxy = -10, -82              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = -7                 
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6                    

[State 220, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 220, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 225]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 225                                      

[State 225, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem =3
attr = S, NA                     
damage = 90, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 13, 16               
sparkno = s9600
guard.sparkno = s9750                       
sparkxy = -10, -83              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = -7                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6                    

[State 225, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 225, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 225, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 230]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 230                                      

[State 230, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 162, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 15, 20                
sparkno = s9650
guard.sparkno = s9750                       
sparkxy = -10, -87              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15             
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11             
ground.velocity = -12                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6                    

[State 230, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 235]
type    = S                      
movetype= A                     
physics = S                     
velset = 0,0                    
ctrl = 0                      
anim = 235                                      

[State 235, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem =3
attr = S, NA                     
damage = 90, 0  
getpower = 0,0               
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = L                
hitflag = MAP                
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9600
guard.sparkno = s9750                       
sparkxy = -10, -40              
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Trip               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -2.8,-5
guard.velocity = -7   
air.velocity = -2.8,-5  
air.type = Low                  ;Type: High, Low, Trip  
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4                  

[State 235, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 235, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 235, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 240]
type    = C                      
movetype= A                     
physics = C                     
velset = 0,0                    
ctrl = 0                      
anim = 240                                      

[State 240, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3
attr = C, NA                     
damage = 48, 0
getpower = 0,0                 
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = L                
hitflag = MAP                
priority = 3, Hit              
pausetime = 11, 12                
sparkno = s9600
guard.sparkno = s9750                      
sparkxy = -10, -55              
hitsound = s2,4+(Random%3)                  
guardsound = s2,4+(Random%3)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -7                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6            

[State 240, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel = 0

[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 245]
type    = C                      
movetype= A                     
physics = C                     
velset = 0,0                    
ctrl = 0                      
anim = 245                                      

[State 245, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem =3
attr = S, NA                     
damage = 120, 0
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = L                
hitflag = MAP                
priority = 3, Hit              
pausetime = 14, 16               
sparkno = s9600
guard.sparkno = s9750                         
sparkxy = -10, -62              
hitsound = s2,4+(Random%3)                  
guardsound = s2,4+(Random%3)             
ground.type = Low               ;High, Low, Trip
ground.slidetime = 15             
ground.hittime  = 15 
guard.slidetime = 9
guard.hittime = 9             
ground.velocity = -12              
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6             

[State 245, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 245, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 245, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 250]
type    = C                      
movetype= A                     
physics = C                     
velset = 0,0                    
ctrl = 0                      
anim = 250                                      

[State 250, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3
attr = C, NA                     
damage = 48, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = L                
hitflag = MAP                
priority = 3, Hit              
pausetime = 8, 12                
sparkno = s9600
guard.sparkno = s9750                        
sparkxy = -10, -7             
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -7                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6             

[State 250, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel = 0

[State 250, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 255]
type    = C                      
movetype= A                     
physics = C                     
velset = 0,0                    
ctrl = 0                      
anim = 255                                      

[State 255, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 4
attr = S, NA                     
damage = 130, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = L               
hitflag = MAP                
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9600
guard.sparkno = s9750                        
sparkxy = -10, -7             
hitsound = s2,7+(Random%2)                 
guardsound = s2,7+(Random%2)              
ground.type = Trip               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -2.8,-5       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-5 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4            

[State 255, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 255, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 255, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 260]
type    = A                      
movetype= A                     
physics = A                                         
ctrl = 0                      
anim = 260                                      

[State 260, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 2
attr = A, NA                     
damage = 90, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 3, Hit              
pausetime = 17, 17                
sparkno = s9600
guard.sparkno = s9750                         
sparkxy = -10, -70             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -7                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6             

[State 260, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel = 0

[State 260, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 260, 4]
type = VelSet
trigger1 = movecontact
x = 0

;---------------------------------------------------------------------------
[Statedef 265]
type    = A                      
movetype= A                     
physics = A                                        
ctrl = 0                      
anim = 265                                      

[State 265, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem =3
attr = A, NA                     
damage = 120, 0  
getpower = 0,0               
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 3, Hit              
pausetime = 21, 21               
sparkno = s9600
guard.sparkno = s9750                        
sparkxy = -10, -60              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9             
ground.velocity = -12              
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6              

[State 265, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 265, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 265, 4]
type = VelSet
trigger1 = movecontact
x = 0

;---------------------------------------------------------------------------
[Statedef 270]
type    = A                      
movetype= A                     
physics = A                                        
ctrl = 0                      
anim = 270                                      

[State 270, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 2
attr = A, NA                     
damage = 90, 0  
getpower = 0,0               
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 3, Hit              
pausetime = 15, 15                
sparkno = s9600
guard.sparkno = s9750                       
sparkxy = -10, -75              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)             
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -7                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6             

[State 270, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 270, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 270, 4]
type = VelSet
trigger1 = movecontact
x = 0

;---------------------------------------------------------------------------
[Statedef 275]
type    = A                      
movetype= A                     
physics = N  
velset = 5,0                                      
ctrl = 0                      
anim = 275                                      

[State 275, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, NA                     
damage = 162, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 19, 19                
sparkno = s9650
guard.sparkno = s9750                    
sparkxy = -5, -12             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = Trip               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = -2.8,-5       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-5 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4                   

[State 275, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State 275, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 275, 4]
type = VelAdd
trigger1 = 1
y = .40

[State 275, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 276

;---------------------------------------------------------------------------
[Statedef 276]
type    = S                      
movetype= I                     
physics = S  
velset = 0,0                                     
ctrl = 0                      
anim = 276                                      

[State 276, 1]
type = PlaySnd
trigger1 = time = 0
value = 4, 1

[State 276, 2]
type = PosSet
trigger1 = 1
y = 0

[State 276, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 280]
type    = A                      
movetype= A                     
physics = A                                        
ctrl = 0                      
anim = 270                                      

[State 280, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 2
attr = A, NA                     
damage = 90, 0  
getpower = 0,0               
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 3, Hit              
pausetime = 15, 15                
sparkno = s9600
guard.sparkno = s9750                       
sparkxy = -10, -75              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)             
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9            
ground.velocity = -7                
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6             

[State 280, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 280, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 280, 4]
type = Turn
trigger1 = prevstateno != 280
trigger1 = time = 0

;---------------------------------------------------------------------------
[Statedef 300]
type = S
movetype = A
physics = S
ctrl = 0
anim = 300
poweradd = -560
facep2   = 1  

[State 300, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 9100
projhitanim = 9200
projpriority = 2
offset = 90,-75
projscale = 0.78,0.78
velocity = 7
attr = S, SP
damage = 230,60
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MA
pausetime = 0,12
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3
hitsound = s2, 9                  
guardsound = s2, 9
ground.type = Low               ;High, Low, Trip
ground.slidetime = 15             
ground.hittime  = 15 
guard.slidetime = 9
guard.hittime = 9             
ground.velocity = -12              
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6 

[State 300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 0

[State 300, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3, 0

[State 300, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 310]
type = S
movetype = A
physics = S
ctrl = 0
anim = 300
poweradd = -560
facep2   = 1 

[State 310, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 9125
projhitanim = 9200
projpriority = 1
offset = 90,-75
projscale = 0.5,0.5
velocity = 7
attr = S, SP
damage = 150,35
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MA
pausetime = 0,12
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3
hitsound = s2, 10                  
guardsound = s2, 10
ground.type = Low               ;High, Low, Trip
ground.slidetime = 15             
ground.hittime  = 15 
guard.slidetime = 9
guard.hittime = 9             
ground.velocity = -12              
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6 

[State 310, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 0

[State 310, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3, 0

[State 310, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 320]
type = S
movetype = A
physics = S
ctrl = 0
anim = 320
poweradd = -560
facep2   = 1 

[State 320, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 8
attr = S, SP                     
damage = 80, 20 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                
priority = 5, Hit              
pausetime = 0, 10               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-73            
hitsound = s2,10                  
guardsound = s2,10              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9             
ground.velocity = -12              
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6    

[State 320, 2]
type = Explod
trigger1 = AnimElem =8
anim = 9150
id = 9150
postype = p1
pos = 90,-75
ownpal = 1
sprpriority = 1
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 320, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 0

[State 320, 4]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3, 1

[State 320, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 330]
type     = S
movetype = A
physics  = S
anim     = 330
ctrl     = 0 
poweradd = -560  
facep2   = 1                            

[State 330, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3 
attr = S, NA                     
damage = 30, 0  
getpower = 0,0               
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40         
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0    

[State 330, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3 
attr = S, NA                     
damage = 30, 8  
getpower = 0,0               
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40         
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0      

[State 330, 3]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5 || AnimElem = 9 || AnimElem = 13 
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85         
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = High                  ;Type: High, Low, Trip
air.velocity = 0          

[State 330, 4]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5 || AnimElem = 9 || AnimElem = 13 
attr = S, NA                     
damage = 30, 8 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85         
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = High                  ;Type: High, Low, Trip
air.velocity = 0         

[State 330, 5]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 7 || AnimElem = 11 || AnimElem = 15 
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40            
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1    

[State 330, 6]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 7 || AnimElem = 11 || AnimElem = 15 
attr = S, NA                     
damage = 30, 8 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40            
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1    

[State 330, 7]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State 330, 8]
type = PlaySnd
trigger1 = AnimElem = 2 ||AnimElem = 6 ||  AnimElem = 10 || AnimElem = 14
value = 1, 1

[State 330, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 335

;---------------------------------------------------------------------------
[Statedef 335]
type    = S                      
movetype= A                     
physics = S                                        
ctrl = 0                      
anim = 335                                    

[State 335, 1]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85 
hitsound = s2,12                   
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -14 
ground.cornerpush.veloff = -26          
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip

[State 335, 2]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 30, 8 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85 
hitsound = s2,12                   
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -14 
ground.cornerpush.veloff = -26          
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip
                   
[State 335, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 335, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 335, 5]
type = PosAdd
trigger1 = time = 0
x = 30

[State 335, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 340]
type     = S
movetype = A
physics  = S
anim     = 330
ctrl     = 0 
poweradd = -560 
facep2   = 1                             

[State 340, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3 
attr = S, NA                     
damage = 30, 0 
getpower = 0,0               
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40          
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0      

[State 340, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3 
attr = S, NA                     
damage = 30, 6 
getpower = 0,0               
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40          
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0      

[State 340, 3]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5 || AnimElem = 9 
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85               
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = High                  ;Type: High, Low, Trip
air.velocity = 0             

[State 340, 4]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5 || AnimElem = 9 
attr = S, NA                     
damage = 30, 6 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85               
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = High                  ;Type: High, Low, Trip
air.velocity = 0            

[State 340, 5]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 7 || AnimElem = 11
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40         
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1    

[State 340, 6]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 7 || AnimElem = 11
attr = S, NA                     
damage = 30, 6 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40         
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1    

[State 340, 7]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State 340, 8]
type = PlaySnd
trigger1 = AnimElem = 2 ||AnimElem = 6 ||  AnimElem = 10 
value = 1, 1

[State 330, 9]
type = ChangeState
trigger1 = AnimElem = 12
value = 335

;---------------------------------------------------------------------------
[Statedef 345]
type    = S                      
movetype= A                     
physics = S                                        
ctrl = 0                      
anim = 335  
                                    
[State 345, 1]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85               
hitsound = s2,12                   
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -14 
ground.cornerpush.veloff = -26          
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip
                   
[State 345, 2]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 30, 6 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85               
hitsound = s2,12                   
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -14 
ground.cornerpush.veloff = -26          
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip

[State 345, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 345, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 345, 5]
type = PosAdd
trigger1 = time = 0
x = 30

[State 345, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 350]
type     = S
movetype = A
physics  = S
anim     = 330
ctrl     = 0 
poweradd = -560  
facep2   = 1                            

[State 350, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3 
attr = S, NA                     
damage = 30, 0  
getpower = 0,0               
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0   

[State 350, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 3 
attr = S, NA                     
damage = 30, 5  
getpower = 0,0               
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0      

[State 350, 3]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5  
attr = S, NA                     
damage = 30, 0  
getpower = 0,0               
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85             
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = High                  ;Type: High, Low, Trip
air.velocity = 0  
    
[State 350, 4]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 5  
attr = S, NA                     
damage = 30, 5  
getpower = 0,0               
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85             
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = High                  ;Type: High, Low, Trip
air.velocity = 0              

[State 350, 5]
type = HitDef
triggerall = PalNo = [0,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 7 
attr = S, NA                     
damage = 30, 0                 
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP  
getpower = 0,0                
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40             
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1    

[State 350, 6]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = AnimElem = 7 
attr = S, NA                     
damage = 30, 5                 
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP  
getpower = 0,0                
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-40             
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1    

[State 350, 7]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State 350, 8]
type = PlaySnd
trigger1 = AnimElem = 2 ||AnimElem = 6
value = 1, 1

[State 350, 9]
type = ChangeState
trigger1 = AnimElem = 8
value = 355

;---------------------------------------------------------------------------
[Statedef 355]
type    = S                      
movetype= A                     
physics = S                                        
ctrl = 0                      
anim = 335                                      

[State 355, 1]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 30, 0 
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85            
hitsound = s2,12                   
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -14 
ground.cornerpush.veloff = -26          
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip

[State 355, 2]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = AnimElem = 5
attr = S, NA                     
damage = 30, 5
getpower = 0,0                
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                 
priority = 3, Hit              
pausetime = 9, 16                
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85            
hitsound = s2,12                   
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 15            
ground.hittime  = 15 
guard.slidetime = 11
guard.hittime = 11            
ground.velocity = -14 
ground.cornerpush.veloff = -26          
air.velocity = -2.8,-6      
air.type = Low                  ;Type: High, Low, Trip
                   
[State 355, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0

[State 355, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 355, 5]
type = PosAdd
trigger1 = time = 0
x = 30

[State 355, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 360]
type     = S
movetype = A
physics  = S
anim     = 360
ctrl     = 0 
poweradd = -750                             

[State 350, 6]
type = ChangeState
trigger1 = animtime = 0
value = 361

;---------------------------------------------------------------------------
[Statedef 361]
type     = A
movetype = A
physics  = A
anim     = 361
velset = 5.5,-6.5
ctrl     = 0 

[State 361, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
channel = 0

[State 361, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,5
  
[State 361, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 361, 4]
type = ChangeState
trigger1 = animtime = 0
value = 362

;---------------------------------------------------------------------------
[Statedef 362]
type     = A
movetype = A
physics  = N
anim     = 362
velset = 5.5,0
ctrl     = 0 
  
[State 362, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30          
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1 

[State 362, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 15, 10 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30          
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1 

[State 362, 3]
type = Explod
trigger1 = time = 0
anim = 9350
id = 9350
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 362, 4]
type = ChangeState
trigger1 = movecontact
value = 363    

[State 362, 5] 
type = Playerpush
trigger1 = 1
value = 0 

[State 362, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,6

[State 362, 7]
type = ChangeState
trigger1 = animtime = 0
value = 364

;---------------------------------------------------------------------------
[Statedef 363]
type     = A
movetype = A
physics  = N
anim     = 363
velset = 0,0
ctrl     = 0 
  
[State 363, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = time < 59
trigger1 = !(movecontact%4)
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                   
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5             
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 363, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = time < 59
trigger1 = !(movecontact%4)
attr = A, SA                     
damage = 15, 10 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                   
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5             
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 363, 3]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = time = 60
attr = S, SA                     
damage = 240, 60
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                 
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 363, 4]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = time = 60
attr = S, SA                     
damage = 15, 10
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                 
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 363, 5]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = time = 64 || time = 68
attr = S, SA                     
damage = 240, 60
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                 
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 363, 6]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = time = 64 || time = 68
attr = S, SA                     
damage = 15, 10
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                 
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 363, 7]
type = Explod
trigger1 = time = 0
anim = 9350
id = 9353
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 363, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 363, 9]
type = Velset
trigger1 = time = 1 || time = 13 || time = 25 ||  time = 37 || time = 49 ||  time = 61
x = 1.5

[State 363, 10]
type = Velset
trigger1 = time = 5 || time = 16 || time = 28 ||  time = 40 || time = 52 ||  time = 64
x = 0

[State 363, 11] 
type = Playerpush
trigger1 = 1
value = 0 

[State 363, 12]
type = ChangeState
trigger1 = time = 72
value = 364

;---------------------------------------------------------------------------
[Statedef 364]
type     = A
movetype = A
physics  = N
anim     = 364
velset = 5.5,0
ctrl     = 0 

[State 364, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 364, 2] 
type = Playerpush
trigger1 = 1
value = 0 

[State 364, 3]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 365

;---------------------------------------------------------------------------
[Statedef 365]
type     = S
movetype = I
physics  = S
anim     = 365
velset = 0,0
ctrl     = 0 
facep2   = 1 

[State 365, 1]
type = PlaySnd
trigger1 = time = 0
value = S4,1

[State 365, 2]
type = PosSet
trigger1 = 1
y = 0

[State 365, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 370]
type     = S
movetype = A
physics  = S
anim     = 360
ctrl     = 0 
poweradd = -750                             

[State 370, 1]
type = ChangeState
trigger1 = animtime = 0
value = 371

;---------------------------------------------------------------------------
[Statedef 371]
type     = A
movetype = A
physics  = A
anim     = 361
velset = 5.5,-6.5
ctrl     = 0 

[State 371, 1]
type = PlaySnd
trigger1 = animElem = 1
value = 0, 3
channel = 0

[State 371, 2]
type = PlaySnd
trigger1 = animElem = 1
value = 3,5
  
[State 371, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 371, 4]
type = ChangeState
trigger1 = animtime = 0
value = 372

;---------------------------------------------------------------------------
[Statedef 372]
type     = A
movetype = A
physics  = N
anim     = 362
velset = 5.5,0
ctrl     = 0 
  
[State 372, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1 

[State 372, 1]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 25, 16 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1 

[State 372, 2]
type = Explod
trigger1 = time = 0
anim = 9350
id = 9351
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 372, 2]
type = ChangeState
trigger1 = movecontact
value = 373    

[State 372, 3] 
type = Playerpush
trigger1 = 1
value = 0 

[State 372, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,6

[State 372, 5]
type = ChangeState
trigger1 = animtime = 0
value = 364

;---------------------------------------------------------------------------
[Statedef 373]
type     = A
movetype = A
physics  = N
anim     = 363
velset = 0,0
ctrl     = 0 
  
[State 373, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = time < 20
trigger1 = !(movecontact%4)
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5             
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 373, 1]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = time < 20
trigger1 = !(movecontact%4)
attr = A, SA                     
damage = 25, 16 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5             
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 373, 2]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = time = 21
attr = S, SA                     
damage = 150, 95
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 373, 2]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = time = 21
attr = S, SA                     
damage = 25, 16
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 373, 2]
type = Explod
trigger1 = time = 0
anim = 9350
id = 9354
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 373, 3]
type = Velset
trigger1 = time = 1 || time = 13 || time = 25 ||  time = 37
x = 1.5

[State 373, 4]
type = Velset
trigger1 = time = 5 || time = 16 || time = 28 
x = 0

[State 373, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 373, 6] 
type = Playerpush
trigger1 = 1
value = 0 

[State 373, 7]
type = ChangeState
trigger1 = time = 37
value = 374

;---------------------------------------------------------------------------
[Statedef 374]
type     = A
movetype = A
physics  = N
anim     = 364
velset = 5.5,0
ctrl     = 0 

[State 374, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 374, 2] 
type = Playerpush
trigger1 = 1
value = 0 

[State 374, 3]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 365

;---------------------------------------------------------------------------
[Statedef 375]
type     = S
movetype = A
physics  = S
anim     = 360
ctrl     = 0 
poweradd = -750                             

[State 375, 1]
type = ChangeState
trigger1 = animtime = 0
value = 376

;---------------------------------------------------------------------------
[Statedef 376]
type     = A
movetype = A
physics  = A
anim     = 361
velset = 4,-6.5
ctrl     = 0 

[State 376, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
channel = 0

[State 376, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,5
  
[State 376, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 376, 4]
type = ChangeState
trigger1 = animtime = 0
value = 377

;---------------------------------------------------------------------------
[Statedef 377]
type     = A
movetype = A
physics  = N
anim     = 362
velset = 4,0
ctrl     = 0 
  
[State 377, 1]
type = HitDef
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 80, 20 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = -7               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-8 

[State 377, 2]
type = Explod
trigger1 = time = 0
anim = 9355
id = 9352
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 377, 3] 
type = Playerpush
trigger1 = 1
value = 0 

[State 377, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,6

[State 377, 5]
type = ChangeState
trigger1 = animtime = 0
value = 378

;---------------------------------------------------------------------------
[Statedef 378]
type     = A
movetype = A
physics  = N
anim     = 364
velset = 4,0
ctrl     = 0 

[State 378, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 378, 2] 
type = Playerpush
trigger1 = 1
value = 0 

[State 378, 3]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 365

;---------------------------------------------------------------------------
[Statedef 380]
type     = S
movetype = A
physics  = S
anim     = 380
ctrl     = 0 
poweradd = -750                             

[State 380, 1]
type = ChangeState
trigger1 = animtime = 0
value = 381

;---------------------------------------------------------------------------
[Statedef 381]
type     = A
movetype = A
physics  = A
anim     = 381
velset = 3,-9
ctrl     = 0 

[State 381, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
channel = 0

;[State 381, 2]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 3,5
  
[State 381, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 381, 4]
type = ChangeState
trigger1 = animtime = 0
value = 382

;---------------------------------------------------------------------------
[Statedef 382]
type    = A                      
movetype= A                     
physics = N  
velset = 4,1.5                                     
ctrl = 0                      
anim = 382                                      

[State 382, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 0, 8                
sparkno = s9700
guard.sparkno = s9750                    
sparkxy = 0, -5             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = 5         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1  

[State 382, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 30, 8 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 0, 8                
sparkno = s9700
guard.sparkno = s9750                    
sparkxy = 0, -5             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = 5         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1  

[State 382, 3]
type = Explod
trigger1 = time = 0
anim = 9480
id = 9480
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78           

[State 382, 4]
type = ChangeState
trigger1 = movecontact
value = 383  

[State 382, 5]
type = VelAdd
trigger1 = 1
y = .40

[State 382, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 385

;---------------------------------------------------------------------------
[Statedef 383]
type     = A
movetype = A
physics  = N
anim     = 383
velset = 0,0
ctrl     = 0 
  
[State 383, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = time >= 8
triggerall = time < 49
trigger1 = !(movecontact%8)
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5 
ground.cornerpush.veloff = 0          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 383, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = time >= 8
triggerall = time < 49
trigger1 = !(movecontact%8)
attr = A, SA                     
damage = 30, 8 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5 
ground.cornerpush.veloff = 0          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 383, 3]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = time = 56
attr = S, NA                     
damage = 240, 60
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -9 
ground.cornerpush.veloff = 0         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 383, 4]
type = HitDef
triggerall = PalNo = [6,12]
trigger1 = time = 56
attr = S, NA                     
damage = 30, 8
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -9 
ground.cornerpush.veloff = 0         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 383, 5]
type = Explod
trigger1 = time = 0
anim = 9480
id = 9481
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78    

[State 383, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 383, 7] 
type = Playerpush
trigger1 = 1
value = 0 

[State 383, 8]
type = VelSet
trigger1 = 1
x = 0

[State 383, 9]
type = VelSet
trigger1 = 1
y = 0

[State 383, 10]
type = ChangeState
trigger1 = time = 64
value = 384

;---------------------------------------------------------------------------
[Statedef 384]
type     = A
movetype = I
physics  = A
anim     = 384
velset = -3,-6
ctrl     = 0 

[State 384, 2]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52

;---------------------------------------------------------------------------
[Statedef 385]
type    = S                      
movetype= I                     
physics = S  
velset = 0,0                                     
ctrl = 0                      
anim = 385                                      

[State 385, 1]
type = PlaySnd
trigger1 = time = 0
value = 4, 1

[State 385, 2]
type = PosSet
trigger1 = 1
y = 0

[State 385, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 386]
type     = S
movetype = A
physics  = S
anim     = 380
ctrl     = 0 
poweradd = -750                             

[State 386, 1]
type = ChangeState
trigger1 = animtime = 0
value = 387

;---------------------------------------------------------------------------
[Statedef 387]
type     = A
movetype = A
physics  = A
anim     = 381
velset = 3,-9
ctrl     = 0 

[State 387, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
channel = 0

;[State 387, 2]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 3,5
  
[State 387, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 387, 4]
type = ChangeState
trigger1 = animtime = 0
value = 388

;---------------------------------------------------------------------------
[Statedef 388]
type    = A                      
movetype= A                     
physics = N  
velset = 4,1.5                                     
ctrl = 0                      
anim = 382                                      

[State 388, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 0, 8                
sparkno = s9700
guard.sparkno = s9750                    
sparkxy = 0, -5             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = 5          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 388, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 35, 10 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 0, 8                
sparkno = s9700
guard.sparkno = s9750                    
sparkxy = 0, -5             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = 5          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1


[State 388, 2]
type = Explod
trigger1 = time = 0
anim = 9490
id = 9490
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78           

[State 388, 3]
type = ChangeState
trigger1 = movecontact
value = 389  

[State 388, 4]
type = VelAdd
trigger1 = 1
y = .40

[State 388, 5]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 385

;---------------------------------------------------------------------------
[Statedef 389]
type     = A
movetype = A
physics  = N
anim     = 383
velset = 0,0
ctrl     = 0 
  
[State 389, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = time >= 8
triggerall = time < 18
trigger1 = !(movecontact%8)
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 389, 2]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = time >= 8
triggerall = time < 18
trigger1 = !(movecontact%8)
attr = A, SA                     
damage = 35, 10 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1

[State 389, 3]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = time = 24
attr = S, SA                     
damage = 135, 40
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -9     
ground.cornerpush.veloff = 0    
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 389, 4]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = time = 24
attr = S, SA                     
damage = 35, 10
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -9     
ground.cornerpush.veloff = 0    
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 389, 5]
type = Explod
trigger1 = time = 0
anim = 9490
id = 9491
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78    

[State 389, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 389, 7] 
type = Playerpush
trigger1 = 1
value = 0 

[State 389, 8]
type = ChangeState
trigger1 = time = 32
value = 384

;---------------------------------------------------------------------------
[Statedef 390]
type     = A
movetype = I
physics  = A
anim     = 384
velset = -3,-6
ctrl     = 0 

[State 390, 2]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52

;---------------------------------------------------------------------------
[Statedef 391]
type     = S
movetype = A
physics  = S
anim     = 380
ctrl     = 0 
poweradd = -750                             

[State 391, 1]
type = ChangeState
trigger1 = animtime = 0
value = 392

;---------------------------------------------------------------------------
[Statedef 392]
type     = A
movetype = A
physics  = A
anim     = 381
velset = 3,-9
ctrl     = 0 

[State 392, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
channel = 0

;[State 392, 2]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 3,5
  
[State 392, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 392, 4]
type = ChangeState
trigger1 = animtime = 0
value = 393

;---------------------------------------------------------------------------
[Statedef 393]
type    = A                      
movetype= A                     
physics = N  
velset = 4,1.5                                     
ctrl = 0                      
anim = 382                                      

[State 393, 1]
type = HitDef
triggerall = PalNo = [1,6]
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 0, 8                
sparkno = s9700
guard.sparkno = s9750                    
sparkxy = 0, -5             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = 5          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1 

[State 393, 1]
type = HitDef
triggerall = PalNo = [7,12]
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, SA                     
damage = 40, 10 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = H                
hitflag = MAP                
priority = 4, Hit              
pausetime = 0, 8                
sparkno = s9700
guard.sparkno = s9750                    
sparkxy = 0, -5             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High              ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
ground.velocity = 5          
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1 

[State 393, 3]
type = Explod
trigger1 = time = 0
anim = 9490
id = 9492
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78           

[State 393, 4]
type = ChangeState
trigger1 = movecontact
value = 394  

[State 393, 5]
type = VelAdd
trigger1 = 1
y = .40

[State 393, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 385

;---------------------------------------------------------------------------
[Statedef 394]
type     = A
movetype = A
physics  = N
anim     = 383
velset = 0,0
ctrl     = 0 

[State 394, 1]
type = HitDef
triggerall = PalNo = [1,6]
trigger1 = time = 8
attr = S, SA                     
damage = 80, 20
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -9 
ground.cornerpush.veloff = 0        
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 394, 2]
type = HitDef
triggerall = PalNo = [7,12]
trigger1 = time = 8
attr = S, SA                     
damage = 40, 10
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0, -5                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = -2.8,-7
guard.velocity = -9 
ground.cornerpush.veloff = 0        
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 394, 3]
type = Explod
trigger1 = time = 0
anim = 9490
id = 9493
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78    

[State 394, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 394, 5] 
type = Playerpush
trigger1 = 1
value = 0 

[State 394, 6]
type = ChangeState
trigger1 = time = 16
value = 384

;---------------------------------------------------------------------------
[Statedef 395]
type     = A
movetype = I
physics  = A
anim     = 384
velset = -3,-6
ctrl     = 0 

[State 395, 2]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52

;---------------------------------------------------------------------------
[Statedef 400]
type = S
movetype = A
physics = S
ctrl = 0
anim = 400
poweradd = -2240

[State 400, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5
channel = 0

[State 400, 4]
type = ChangeState
trigger1 = animtime = 0
value = 410

;---------------------------------------------------------------------------
[Statedef 410]
type = S
movetype = A
physics = S
ctrl = 0
anim = 410

[State 410, 1]
type = HitDef
triggerall = P2stateno != 5020
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = !movecontact
attr = S, HP                     
damage = 400, 180  
getpower = 0,0               
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                
priority = 5, Hit              
pausetime = 0, 20               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-70                   
hitsound = s2, 11                  
guardsound = s2, 11              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4 

[State 410, 2]
type = Explod
trigger1 = time = 0
anim = 9250
id = 9250
postype = p1
pos = 88,-72
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 410, 3]
type = Explod
triggerall = NumExplod(9200) = 0
trigger1 = p2movetype = H
trigger1 = movecontact
anim = 9200
id = 9200
postype = p1
pos = 95,-72
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = 9
scale = 0.78,0.78

[State 410, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 5

[State 410, 4]
type = ChangeState
triggerall = var(59) = 0
triggerall = time >= 2
triggerall = Command != "holdup" 
triggerall = Command != "holddown"
trigger1 = Command = "x" || Command = "y" || Command = "z"
Value = 415

[State 410, 5]
type = ChangeState
triggerall = var(59) = 0
triggerall = time >= 2
triggerall = Command != "holddown"
trigger1 = Command = "holdup" 
trigger1 = Command = "x" || Command = "y" || Command = "z"
Value = 420

[State 410, 6]
type = ChangeState
triggerall = var(59) = 0
triggerall = time >= 2
triggerall = Command != "holdup" 
trigger1 = Command = "holddown" 
trigger1 = Command = "x" || Command = "y" || Command = "z"
Value = 425

[State 410, 7]
type = ChangeState
trigger1 = p2movetype = H
trigger1 = movecontact
value = 430

[State 400, 8]
type = ChangeState
trigger1 = time = 90
value = 415

;---------------------------------------------------------------------------
[Statedef 415]
type = S
movetype = A
physics = S
ctrl = 0
anim = 420

[State 415, 1]
type = Projectile
trigger1 = time = 0
projanim = 9300
projhitanim = 9200
projpriority = 3
offset = 90,-72
projscale = 0.78,0.78
velocity = 7
attr = S, HP
damage = 400, 180 
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MA
pausetime = 0,20
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3  
hitsound = s2, 11                  
guardsound = s2, 11    
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4  

[State 415, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3
channel = 5

[State 415, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 420]
type = S
movetype = A
physics = S
ctrl = 0
anim = 420

[State 420, 1]
type = Projectile
trigger1 = time = 0
projanim = 9300
projhitanim = 9200
projpriority = 3
offset = 90,-72
projscale = 0.78,0.78
velocity = 10*((p2dist x - 100)/(abs(p2dist x - 100) + abs(p2dist y - 95) + 0.0000001)),7*((p2dist y - 105)/(abs(p2dist x - 115) + abs(p2dist y - 105) + 0.0000001))
attr = S, HP
damage = 400, 180 
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MA
pausetime = 0,20
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3  
hitsound = s2, 11                  
guardsound = s2, 11    
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4     

[State 420, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3
channel = 5

[State 420, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 425]
type = S
movetype = A
physics = S
ctrl = 0
anim = 420

[State 425, 1]
type = Projectile
trigger1 = time = 0
projanim = 9300
projhitanim = 9200
projpriority = 3
offset = 90,-72
projscale = 0.78,0.78
velocity = 10*((p2dist x - 90)/(abs(p2dist x - 90) + abs(p2dist y - 85) + 0.0000001)),-7*((p2dist y - 95)/(abs(p2dist x - 100) + abs(p2dist y - 95) + 0.0000001))
attr = S, HP
damage = 400, 180 
getpower = 0, 0
animtype = Hard
guardflag = L
hitflag = MA
pausetime = 0,20
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3  
hitsound = s2, 11                  
guardsound = s2, 11    
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4     

[State 425, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3
channel = 5

[State 425, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 430]
type = S
movetype = A
physics = S
ctrl = 0
anim = 420

[State 430, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 450]
type = S
movetype = A
physics = S
ctrl = 0
anim = 450
poweradd = -2240

[State 450, 1]
type = Projectile
trigger1 = AnimElem = 13 || AnimElem = 16 || AnimElem = 19 || AnimElem = 22
projanim = 9450
projhitanim = 9475
projpriority = 2
offset = 90,-79
projscale = 0.78,0.78
velocity = 8
attr = S, HP
damage = 125, 48 
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,20
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3  
hitsound = s2, 10                  
guardsound = s2, 10    
ground.type = Low               ;High, Low, Trip
ground.slidetime = 15             
ground.hittime  = 15 
guard.slidetime = 9
guard.hittime = 9             
ground.velocity = -12              
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-6 

[State 450, 1]
type = Projectile
trigger1 = AnimElem = 25
projanim = 9450
projhitanim = 9475
projpriority = 2
offset = 90,-79
projscale = 0.78,0.78
velocity = 8
attr = S, HP
damage = 125, 48 
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,20
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3  
hitsound = s2, 10                  
guardsound = s2, 10    
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4  

[State 450, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 9495
id = 9495
postype = p1
pos = -40,-90
ownpal = 1
sprpriority = 1
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 450, 2]
type = Explod
trigger1 = AnimElem = 11
anim = 9496
id = 9496
postype = p1
pos = -20,-81
ownpal = 1
sprpriority = 1
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 450, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6
channel = 0

[State 450, 3]
type = PlaySnd
trigger1 = AnimElem = 13 || AnimElem = 16 || AnimElem = 19 || AnimElem = 22 || AnimElem = 25
value = 3, 7

[State 450, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 500]
type     = S
movetype = A
physics  = S
anim     = 500
ctrl     = 0
velset   = 0,0

[State 500, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = S0,0
channel = 0

[State 500, 2]
type = Playsnd
trigger1 = AnimElem = 5
value = S0,1
channel = 0

[State 500, 3]
type = Playsnd
trigger1 = AnimElem = 5
value = S4,5

[State 500, 4]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(2) < 0)
pos = 55, 0  

[State 500, 5]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = 70, -70

[State 500, 6]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = 38, -105

[State 500, 7]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = 0, -115

[State 500, 8]
type = TargetBind
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 0)
pos = -60, -90

[State 500, 8]
type = TargetState
trigger1 = AnimElem = 6
value = 5999

[State 500, 9]
type = Turn
trigger1 = AnimTime = 0

[State 500, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 5998]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State 5998, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 5998

;---------------------------------------------------------------------------
[Statedef 5999]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 6, 2

[State 5999, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 5999, 2]
type = lifeadd
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
value = -245
persistent = 0

[State 5999, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 5999

[State 5999, 4]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;---------------------------------------------------------------------------
[Statedef 550]
type = S
movetype = A
physics = S
ctrl = 0
anim = 550

[State 550, 1]
type = HitDef
trigger1 = !movecontact
attr = S, HP                     
damage = 100, 40   
getpower = 0,0              
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                
priority = 5, Hit              
pausetime = 0, 20               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -10,-85             
hitsound = s2,0+(Random%4)                 
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4 

[State 550, 2]
type = Explod
trigger1 = AnimElem = 31
anim = 9400
id = 9400
postype = p1
pos = 74,-97
ownpal = 1
sprpriority = 1
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 550, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 8
channel = 0

[State 550, 3]
type = PlaySnd
trigger1 = AnimElem = 31
value = 3, 4
channel = 0

[State 550, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 600]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 600
sprpriority = 1

[State 600, 1]
type = powerAdd
triggerall = power != powermax
Triggerall =  stateno = 600
Trigger1 =  1
value = 15

[State 600, 2]
type = PlaySnd
trigger1 = time = 1
value = s0,8
channel = 1

[State 600, 3]
Type = VarSet
Trigger1 = Command != "holdx" 
Trigger1 = Command != "holdy"
Trigger1 = Command != "holda"
Trigger1 = Command != "holdb"
V = 9
Value = 1

[State 600, 4]
Type = VarSet
Trigger1 = Command = "holdx" || Command = "holdy" || Command = "holda"  || Command = "holdb" 
V = 9
Value = 0

[State 600, 5]
type = Explod
trigger1 = time = 46
anim = 9500
id = 9500
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 1
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 600, 6]
type = ChangeState
triggerall = var(59) = 0
trigger1 = var(9) = 1
trigger2 = power = powermax
trigger3 = Roundstate != 2
value = 0
ctrl = 1

[State 600, 7]
type = ChangeState
triggerall = var(59) = 1
trigger1 = power = powermax
trigger2 = InGuardDist ||EnemyNear,MoveType=A
trigger3 = EnemyNear,MoveType != H
trigger3 = P2BodyDist X = [-100,100]
trigger4 = Roundstate != 2
trigger5 = p2life = 0
value = 0
ctrl = 1

[State 600, 8]
type = CtrlSet
trigger1 = var(59) = 0
value = 1

;---------------------------------------------------------------------------
[Statedef 650]
type = A
movetype = I
physics = A
ctrl = 0
anim = 650
velset = 0,0

[State 650, 1]
type = VelSet
trigger1 = Time = 7
x = 3.2

[State 650, 2]
type = VelSet
trigger1 = Time = [0,6]
x = 0

[State 650, 3]
type = VelSet
trigger1 = Time = 7
y = -4.8

[State 650, 4]
type = VelSet
trigger1 = Time = [0,6]
y = 0

[State 650, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4, 2

[State 650, 6]
type = CtrlSet
trigger1 = Time = 14
value = 1

;---------------------------------------------------------------------------
[Statedef 700]
type = S
movetype = A
physics = S
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 1
poweradd = -2240

[State 710, 1]
type = Explod
trigger1 = time = 0
anim = 9550
id = 9550
postype = p1
pos = 37,0
velocity = 1, 0
ownpal = 1
sprpriority = 0
removetime = 30
scale = 0.78,0.78

[State 700, 2]
type = Explod
trigger1 = time = 0
anim = 9551
id = 9551
postype = p1
pos = -45,0
velocity = -1, 0
ownpal = 1
sprpriority = 0
removetime = 30
scale = 0.78,0.78

[State 700, 3]
type = Explod
trigger1 = AnimElem = 4
anim = 9500
id = 9510
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 0
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 700, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 8
channel = 0

[State 700, 5]
type = ChangeState
trigger1 = time = 36
value = 710

;---------------------------------------------------------------------------
[Statedef 710]
type     = A
movetype = A
physics  = A
anim     = 710
velset = 9,-5
ctrl     = 0 
  
[State 710, 1]
type = HitDef
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag =                 
hitflag = MAP                  
priority = 6, Hit              
pausetime = 0, 20               
sparkno = -1
guard.sparkno = -1    
sparkxy = -10,-30           
hitsound = -1                  
guardsound = -1              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 10            
ground.hittime  = 10          
ground.velocity = 0               
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 0,-1  
forcestand = 1

[State 710, 2]
type = Explod
trigger1 = time = 0
anim = 9525
id = 9525
postype = p1
pos = 35,-72
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 710, 3]
type = PlaySnd
trigger1 = time = 1
value = 3, 8

[State 710, 4]
type = ChangeState
trigger1 = movecontact
value = 720    

[State 710, 5] 
type = Playerpush
trigger1 = 1
value = 0 

;---------------------------------------------------------------------------
[Statedef 720]
type     = S
movetype = A
physics  = S
anim     = 720
velset = 0,0
ctrl     = 0

[State 720, 1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 31 || AnimElem = 38
attr = S, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag =                  
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 20                
sparkno = s9700
guard.sparkno = s9750                       
sparkxy = -10, -82              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 10             
ground.hittime  = 10     
ground.velocity = 0                 
air.velocity = 0,-1  
snap = 60,0
forcestand = 1

[State 720, 1]
type = HitDef
trigger1 = AnimElem = 7 || AnimElem = 14 || AnimElem = 27 
attr = S, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag =                 
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 20                
sparkno = s9700
guard.sparkno = s9750                       
sparkxy = -10, -40              
hitsound = s2,7+(Random%2)                  
guardsound = s2,7+(Random%2)              
ground.type = Low               ;High, Low, Trip
ground.slidetime = 10             
ground.hittime  = 10     
ground.velocity = 0                 
air.velocity = 0,-1 
snap = 60,0   
forcestand = 1           

[State 720, 1]
type = HitDef
trigger1 = AnimElem = 18 
attr = S, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag =                 
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 20                
sparkno = s9700
guard.sparkno = s9750                       
sparkxy = -10, -82              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 10             
ground.hittime  = 10     
ground.velocity = 0                 
air.velocity = 0,-1 
snap = 60,0  
forcestand = 1

[State 720, 1]
type = HitDef
trigger1 = AnimElem = 22 || AnimElem = 24
attr = S, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag =                 
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 20                
sparkno = s9700
guard.sparkno = s9750                       
sparkxy = -10, -75              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 10             
ground.hittime  = 10     
ground.velocity = 0                 
air.velocity = 0,-1 
snap = 60,0  
forcestand = 1

[State 720, 1]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Medium                ;Light, Medium, Heavy, Back 
guardflag =                  
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 30                
sparkno = s9700
guard.sparkno = s9750                       
sparkxy = -10, -90              
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 10             
ground.hittime  = 10     
ground.velocity = 0                 
air.velocity = 0,-1  
snap = 60,0
forcestand = 1
              
[State 720, 5]
type = PlaySnd
trigger1 = AnimElem = 22 || AnimElem = 24
value = 0,0
channel = 0

[State 720, 5]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 10 || AnimElem = 17 || AnimElem = 26 || AnimElem = 31 || AnimElem = 36
value = 0,1
channel = 0

[State 720, 5]
type = PlaySnd
trigger1 = AnimElem = 17 || AnimElem = 22 || AnimElem = 24 || AnimElem = 36
value = 1,0

[State 720, 5]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 7 || AnimElem = 10 || AnimElem = 14 || AnimElem = 27 || AnimElem = 30
value = 1,1

[State 720, 2]
type = PosSet
trigger1 = 1
y = 0

[State 720, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 720, 2]
type = ChangeState
trigger1 = animtime = 0
value = 730

;---------------------------------------------------------------------------
[Statedef 730]
type     = A
movetype = A
physics  = A
anim     = 361
velset = 5.5,-6.5
ctrl     = 0 

[State 730, 1]
type = PlaySnd
trigger1 = animElem = 1
value = 0, 3
channel = 0

[State 730, 2]
type = PlaySnd
trigger1 = animElem = 1
value = 3,5
  
[State 730, 3] 
type = Playerpush
trigger1 = time >= 8
value = 0 

[State 730, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 730, 4]
type = ChangeState
trigger1 = animtime = 0
value = 740

;---------------------------------------------------------------------------
[Statedef 740]
type     = A
movetype = A
physics  = N
anim     = 362
velset = 5.5,0
ctrl     = 0 
  
[State 740, 1]
type = HitDef
triggerall = P2stateno != 5035
triggerall = P2stateno != 5040
trigger1 = time = 0
attr = A, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag = M                
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -20,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9           
ground.velocity = 5               
air.velocity = 0,-1 

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 9350
id = 9356
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 740, 2]
type = ChangeState
trigger1 = movecontact
value = 750    

[State 740, 3] 
type = Playerpush
trigger1 = 1
value = 0 

[State 740, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,6

[State 740, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 740, 6]
type = ChangeState
trigger1 = animtime = 0
value = 364

;---------------------------------------------------------------------------
[Statedef 750]
type     = A
movetype = A
physics  = N
anim     = 363
velset = 0,0
ctrl     = 0 
  
[State 750, 1]
type = HitDef
triggerall = time < 31
trigger1 = !(movecontact%4)
attr = A, HA                     
damage = 0, 0 
getpower = 0,0                
animtype = Light                ;Light, Medium, Heavy, Back 
guardflag =                 
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 8               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -20,-30                  
hitsound = s2,0+(Random%4)                  
guardsound = s2,0+(Random%4)              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 9
guard.hittime = 9   
air.type = Low                  ;Type: High, Low, Trip        
ground.velocity = 5             
air.velocity = 0,-1

[State 750, 2]
type = HitDef
trigger1 = time = 32
attr = S, HA                     
damage = 650, 95
getpower = 0,0                 
animtype = Heavy                ;Light, Medium, Heavy, Back 
guardflag =                 
hitflag = MAFP                  
priority = 3, Hit              
pausetime = 0, 16               
sparkno = s9700
guard.sparkno = s9750    
sparkxy = -20,-30                  
hitsound = s2,12                  
guardsound = s2,12              
ground.type = High               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7  
guard.slidetime = 11
guard.hittime = 11
ground.velocity = 2.8,-7
guard.velocity = 9         
air.type = Low                  ;Type: High, Low, Trip
air.velocity = 2.8,-7
p2facing = -1
fall = 1
air.fall = 1
fall.recover = 0 
yaccel = .4  

[State 750, 2]
type = Explod
trigger1 = time = 0
anim = 9350
id = 9357
postype = p1
pos = 3,-40
ownpal = 1
sprpriority = 2
bindtime = -1
removetime = -1
scale = 0.78,0.78

[State 750, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 750, 4] 
type = Playerpush
trigger1 = 1
value = 0 

[State 750, 5]
type = ChangeState
trigger1 = time = 37
value = 760

;---------------------------------------------------------------------------
[Statedef 760]
type     = A
movetype = A
physics  = N
anim     = 364
velset = 5.5,0
ctrl     = 0 

[State 760, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 760, 2] 
type = Playerpush
trigger1 = 1
value = 0 

[State 760, 3]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 365

;---------------------------------------------------------------------------
[Statedef -2]

[State -2]
Type = PowerSet
trigger1 = Roundstate = 0
value = 3000

[State -2]
type = poweradd
triggerall = movetype != H
triggerall = movetype != A
trigger1 = (GameTime%35) = 0
value = 20

[state -2]
type = removeexplod
trigger1 = time = 45
trigger2 = movetype = H 
trigger3 = stateno != 320
trigger4 = movetype = I
id = 9150

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = stateno != 410
trigger3 = movetype = I
id = 9250

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 362
trigger4 = stateno = 363
trigger5 = AnimTime = 0
trigger6 = movecontact
id = 9350

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 372
trigger4 = stateno = 373
trigger5 = AnimTime = 0
trigger6 = movecontact
id = 9351

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 377
trigger4 = stateno = 378
trigger5 = AnimTime = 0
id = 9352

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 363
trigger4 = stateno = 364
trigger5 = time = 72
id = 9353

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 373
trigger4 = stateno = 374
trigger5 = time = 37
id = 9354

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 740
trigger4 = stateno = 750
trigger5 = AnimTime = 0
trigger6 = movecontact
id = 9356

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 750
trigger4 = stateno = 760
trigger5 = time = 36
id = 9357

[state -2]
type = removeexplod
trigger1 = AnimTime = 0
trigger2 = movetype = H 
trigger3 = movetype = I
trigger4 = stateno != 550
id = 9400

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 382
trigger4 = movecontact
trigger5 = (Vel Y > 0) && (Pos Y >= 0)
id = 9480

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 383
trigger4 = time = 64
id = 9481

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 388
trigger4 = movecontact
trigger5 = (Vel Y > 0) && (Pos Y >= 0)
id = 9490

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 389
trigger4 = time = 32
id = 9491

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 393
trigger4 = movecontact
trigger5 = (Vel Y > 0) && (Pos Y >= 0)
id = 9492

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 394
trigger4 = time = 16
id = 9493

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 450
trigger4 = time = 30
id = 9495

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 450
trigger4 = time = 37
id = 9496

[state -2]
type = removeexplod
trigger1 = stateno = 0
trigger2 = movetype = H 
trigger3 = movetype = A 
trigger4 = stateno != 600
trigger5 = power = powermax
trigger6 = var(59) = 0
trigger6 = command !="holda" && command != "holdb" && command != "holdx" && command != "holdy"
id = 9500

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 700
trigger4 = time = 36
id = 9510

[state -2]
type = removeexplod
trigger1 = movetype = H 
trigger2 = movetype = I
trigger3 = stateno != 710
trigger4 = movecontact
trigger5 = time >= 1
trigger5 = (Vel Y > 0) && (Pos Y >= 0)
id = 9525

[State -2]
type = StopSnd
trigger1 = stateno = 0
trigger2 = stateno != 600
trigger3 = movetype = H
trigger4 = movetype = A
trigger5 = power = powermax
trigger6 = life = 0
channel = 1

[State -2]
type = Varadd
trigger1 = alive = 0
v = 4
value = 1

[State -2]
type = VarSet
trigger1 = alive = 1
v = 4
value = 0

[State -2]
type = PlaySnd
trigger1 = Var(4) = 1
trigger1 = alive = 0
value = 11, 1
channel = 0
persistent = 0

[State -2]
type = PlaySnd
triggerall = time = 1
trigger1 = alive = 0
trigger1 = stateno = 5020
trigger1 = anim = 5030
value = S11,1
channel = 0

[State -2]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 ||  stateno = 5020
triggerall = time = 1
triggerall = alive 
trigger1 = GetHitVar(animtype) = 0
trigger2 = GetHitVar(animtype) = 1
value = S5,0
channel = 0

[State -2]
type = PlaySnd
triggerall = time = 1
triggerall = alive 
trigger1 = stateno = 5070
value = S5,1
channel = 0

[State -2]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 ||  stateno = 5020
triggerall = time = 1
triggerall = alive 
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
value = S5,1
channel = 0

[State -2]
type = PlaySnd
triggerall = AnimElem = 3
triggerall = Alive
trigger1 = stateno = 5050
value = S5,2
channel = 0

[State -2]
type = poweradd
triggerall = RoundState = 2
triggerall = P2stateno = 195
triggerall = NumPartner = 0
trigger1 = (GameTime%1) = 0
value = -10

[State -2]
type = varset
triggerall = var(59) = 0
trigger1 = (command !="holda" && command != "holdb" && command != "holdx" && command != "holdy") || stateno = 600
var(10) = 0

[State -2]
type = varadd
triggerall = var(59) = 0 && var(10) <= 20 && stateno != 600
trigger1 = command = "holda" || command = "holdb" || command = "holdx" || command = "holdy"
var(10) = 1

[State -2]
type = ChangeState
value = 600
triggerall = var(59) = 0 && power != powermax && stateno = 0
trigger1 = (time >= 14 && var(10) >= 20) 

[State -2]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "P2BodyDist X=%f, \t P2Dist Y=%f"
Params = P2BodyDist X, P2Dist Y
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[Statedef -3]

[State -3]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 50
value = S4,0

[State -3]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = S4,1
;---------------------------------------------------------------------------
[State -3]
type = Projectile
triggerall = time = 0
triggerall = prevstateno = 410
trigger1 = movetype = H
projanim = 9300
projhitanim = 9200
projpriority = 3
offset = 90,-72
projscale = 0.78,0.78
velocity = 7
attr = S, HP
damage = 400, 180 
getpower = 0, 0
animtype = Hard
guardflag = M
hitflag = MA
pausetime = 0,20
sparkno = s9700
guard.sparkno = s9750    
sparkxy = 0,3  
hitsound = s2, 11                  
guardsound = s2, 11    
ground.type = Low               ;High, Low, Trip
ground.slidetime = 7             
ground.hittime  = 7 
guard.slidetime = 12
guard.hittime = 12             
ground.velocity = -2.8,-7       
guard.velocity = -7     
air.type = Low                  ;Type: High, Low, Trip
air.velocity = -2.8,-7 
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .4  
