;---------------------------------------------------------------------------
;立ち弱攻撃
[Statedef 200]
type    = S                      
movetype= A                      
physics = S  
ctrl = 0
sprpriority = 2 

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 300]
type = changeanim
trigger1 = anim != 200
trigger2 = prevstateno = 200
trigger2 = time = 0
value = 200

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 5
ignoerhitpause = 1
persistent = 0

[State 200]
type = PlaySnd
trigger1 = animelem = 1
value = 200,0

[State 200]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = S, NA
id = 200
damage = ceil(22 * fvar(0))
animtype = Light
guardflag = M
getpower = 20
priority = 3, Hit
pausetime = 9,9
sparkno = S7000
guard.sparkno = S7007
sparkxy = -15, -60
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 10
guard.ctrltime = 9
ground.hittime  = 10
ground.velocity = -3.3/(fvar(1) + 0.0001)
air.type = High
air.velocity = -2.4,-4
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(30 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
p2facing = ifelse(p2dist x > 0 , 1 , -1)

[state 200]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;立ち中攻撃（近）
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 3000]
type = changeanim
trigger1 = anim != 210
value = 210

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 15
ignoerhitpause = 1
persistent = 0

[state 3000]
type = varset
trigger1 = animelemno(0)<=3
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = varset
trigger1 = animelemno(0)>3
var(20) = 0
ignorehitpause = 1

[State 210]
type = PlaySnd
trigger1 = Time = 5
value = 210,0

[State 210]
type = HitDef
trigger1 = animelem = 7 || animelem = 8
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
trigger1 = !var(21)
attr = S, NA
id = 210
animtype  = Medium
damage = ceil(50 * fvar(0))
guardflag = M
getpower = 60
pausetime = 9,9
priority = 4 , hit
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-50
hitsound = S210, 1
guardsound = S120, 0
ground.type = low
ground.slidetime = 16
guard.ctrltime = 14
ground.hittime  = 16
ground.velocity = -4/(fvar(1) + 0.0001)
air.type = High
air.velocity = -2.5,-3.5+0.15*fvar(11)
guard.cornerpush.veloff  = -5
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(50 * fvar(1) * 0.75) + 9

[state 3000]
type = varset
trigger1 = !var(21)
var(21) = ifelse(movecontact>0,1,0)
ignorehitpause = 1

[state 210]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;立ち中攻撃（遠）
[Statedef 215]
type    = S
movetype= A
physics = S
;juggle  = 4
ctrl = 0
sprpriority = 2

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 300]
type = changeanim
trigger1 = anim != 215
value = 215

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 15
ignoerhitpause = 1
persistent = 0

[State 215]
type = PlaySnd
trigger1 = animelem = 1
value = 210,0

[State 215]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = S, NA
id = 215
animtype  = Medium
damage = ceil(50 * fvar(0))
hitflag = MAF
guardflag = M
getpower = 40
pausetime = 9,9
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-50
hitsound = S210, 1
guardsound = S120, 0
ground.type = low
ground.slidetime = 16
guard.ctrltime = 14
ground.hittime  = 16
ground.velocity = -4.2/(fvar(1) + 0.0001)
air.type = High
air.velocity = -2.5,4
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
kill = ifelse(var(25) > 0, 0, 1)

[state 215]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(0.94*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;立ち強攻撃
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 300]
type = changeanim
trigger1 = anim != 220
value = 220

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 35
ignoerhitpause = 1
persistent = 0

[State 220]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[state 220]
type = velset
trigger1 = animelemno(0) = [3,4]
trigger1 = animelemtime(4) <= 3
x = 3.0

[State 220]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = S, NA
id = 220
animtype  = Hard
damage = ceil(60 * fvar(0))
guardflag = M
getpower = 60
pausetime = 9,9
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
hitsound = S220, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 23
guard.ctrltime = 21
ground.hittime  = 23
ground.velocity = -4.7/(fvar(1) + 0.0001)
air.type = High
air.velocity = -1.8,-5.0
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
kill = ifelse(var(25) > 0, 0, 1)

[state 220]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;立ち弱攻撃（ダッシュ）
[Statedef 250]
type    = S                      
movetype= A                      
physics = N                                            
velset = 5,0
ctrl = 0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 250
value = 250

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 20
ignoerhitpause = 1
persistent = 0

[State 250]
type = PlaySnd
trigger1 = animelem = 1
value = 200,0


[State 260]
type = velset
trigger1 = vel x > 2
x = 0.945*vel x

[State 260]
type = velset
trigger1 = vel x <= 2
x = 0

[State 250]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = S, NA
id = 250
damage = ceil(22 * fvar(0))
animtype = Light
guardflag = L
getpower = 20
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S7000
guard.sparkno = S7007
sparkxy = -10, -20
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 10
guard.ctrltime = 9
ground.hittime  = 10
ground.velocity = -3/(fvar(1) + 0.0001)
air.type = High
air.velocity = -3,-2.0;-3
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(30 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 250]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(0.94*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 250]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

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

;---------------------------------------------------------------------------
;立ち中攻撃（ダッシュ）
[Statedef 260]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 5,0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 260
value = 260

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 20
ignoerhitpause = 1
persistent = 0

[State 260]
type = PlaySnd
trigger1 = animelem = 1
value = 210,0

[State 260]
type = velset
trigger1 = vel x > 2
x = 0.96*vel x

[State 260]
type = velset
trigger1 = vel x <= 2
x = 0

[State 260]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = S, NA
id = 260
animtype  = Medium
damage = ceil(54.5 * fvar(0))
guardflag = M
getpower = 40
pausetime = 9,9
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-50
hitsound = S210, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
guard.ctrltime = 14
ground.hittime  = 16
ground.velocity = -4/(fvar(1) + 0.0001)
air.type = High
air.velocity = -4,-4
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0


[state 260]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.93 * (1 - 0.07*(0.93*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 260]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 260]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強攻撃（ダッシュ）
[Statedef 270]
type    = S
movetype= A
physics = N
poweradd= 10
ctrl = 0
velset = 5,0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 270
value = 270

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 20
ignoerhitpause = 1
persistent = 0

[State 260]
type = velset
trigger1 = vel x > 2
x = 0.96*vel x

[State 260]
type = velset
trigger1 = vel x <= 2
x = 0

[State 270]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 270]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
id = 270
attr = S, NA
animtype  = Hard
damage = ceil(70 * fvar(0))
guardflag = M
getpower = 60
pausetime = 9,9
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-80
hitsound = S220, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 23
guard.ctrltime = 21
ground.hittime  = 23
ground.velocity = -5/(fvar(1) + 0.0001)
air.type = High
air.velocity = -7.0,-3.5
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 270]
type = targetstate
trigger1 = movehit =1
trigger1 = numtarget(270)
trigger1 = target(270),statetype = A
trigger1 = target(270),stateno != 280 && target(270),stateno != 5656
trigger1 = target(270),stateno != [120,155]
value = 280
ignoerhitpause = 1
persistent = 0

[state 270]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 270]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 270]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;やられ
[Statedef 280]
type = A
movetype= H
physics = N

[State 417]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X >= 0
x = -7

[State 417]
type =  VelSet
trigger1 = time = 0
trigger1 = p2dist X < 0
x = 7

[State 417]
type = VelSet
trigger1 = time = 0
y = gethitvar(yvel)

[State 417]
type = VelAdd
trigger1 = time >= 0
y = 0.4

[State 417]
type = ChangeAnim2
trigger1 = time = 0
value = 280

[State 417]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 5656

[State 417]
type = SelfState
trigger1 = Pos Y > 20
trigger1 = vel y > 0
value = 5110
;---------------------------------------------------------------------------
;屈み弱攻撃
[Statedef 400]
type    = C
movetype= A
physics = C
ctrl = 0
sprpriority = 2

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 300]
type = changeanim
trigger1 = anim != 400
trigger2 = prevstateno = 400
trigger2 = time = 0
value = 400

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 5
ignoerhitpause = 1
persistent = 0

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 200,0

[State 400]
type = HitDef
trigger1 = animelemno(0) = 2
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = C, NA
id = 400
damage = ceil(20 * fvar(0))
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
getpower = 20
pausetime = 9,9
sparkno = S7000
guard.sparkno = S7007
sparkxy = -10,-25
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 10
guard.ctrltime = 9
ground.hittime  = 10
ground.velocity = -3/(fvar(1) + 0.0001)
air.velocity = -3.5,-4
air.type = High
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(30 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 400]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;屈み中攻撃
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
sprpriority = 2

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 300]
type = changeanim
trigger1 = anim != 410
value = 410

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 13
ignoerhitpause = 1
persistent = 0

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0

[state 410]
type = width
trigger1 = 1
player = 20,13

[State 410]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = C, NA
id = 410
damage = ceil(45 * fvar(0))
animtype  = Medium
hitflag = MAF
guardflag = M
getpower = 40
pausetime = 9,9
sparkno = S7001
guard.sparkno = S7007
sparkxy = -5,-10
hitsound = S210, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 16
guard.ctrltime = 14
ground.hittime  = 16
ground.velocity = -4/(fvar(1) + 0.0001)
air.velocity = -4,-4
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 410]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強攻撃
[Statedef 420]
type    = C
movetype= A
physics = C
ctrl = 0
sprpriority = 1

[state 300]
type = velset
trigger1 = time = 0
y = 0

[state 300]
type = changeanim
trigger1 = anim != 420
value = 420

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 25
ignoerhitpause = 1
persistent = 0

[State 420]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 420]
type = HitDef
triggerall = var(0) = 1
trigger1 = animelemno(0) = 5
trigger1 = !movecontact && !movereversed
attr = C, NA
id = 420
animtype = Hard
damage = ceil(25 * fvar(0))
priority  = 4
guardflag = M
getpower = 35
pausetime = 9,9
hitflag = MAF
guard.pausetime = 1,0
guard.velocity = -4
sparkno = S7003
sparkxy = 0,-40
hitsound = S220, 1
guard.sparkno = S7007
guardsound = S120, 0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
guard.ctrltime = 21
ground.velocity = -4/(fvar(1) + 0.0001)
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
air.type = Low
air.velocity = -3,-4
guard.velocity = -3
sprpriority = 2 
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 4

[State 420]
type = HitDef
triggerall = var(0) = 1
trigger1 = animelem = 6
attr = C, NA
id = 421
animtype = Hard
damage = ceil(45 * fvar(0))
priority  = 4
guardflag = M
getpower = 35
pausetime = 9,9
hitflag = MAF
guard.pausetime = 1,0
guard.velocity = -4
sparkno = S7003
sparkxy = 0,-40
hitsound = S220, 1
guard.sparkno = S7007
guardsound = S120, 0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
guard.ctrltime = 21
ground.velocity = -4/(fvar(1) + 0.0001)
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
air.type = Low
air.velocity = -3,-6
guard.velocity = -3
sprpriority = 2 
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 4

[state 410]
type = varset
triggerall = P2MoveType = H
triggerall = time <= 11
trigger1 = movehit = 1
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(0.94*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[state 410]
type = varset
triggerall = P2MoveType = H
triggerall = time >= 12
trigger1 = movehit = 1
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(0.94*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 420]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;屈み弱攻撃（ダッシュ）
[Statedef 450]
type    = C
movetype= A
physics = N
ctrl = 0
velset = 5,0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 450
value = 450

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 20
ignoerhitpause = 1
persistent = 0

[State 405]
type = PlaySnd
trigger1 = animelem = 1
value = 200,0

[State 260]
type = velset
trigger1 = vel x > 2
x = 0.95*vel x

[State 260]
type = velset
trigger1 = vel x <= 2
x = 0

[State 405]
type = HitDef
trigger1 = animelemno(0) = 2
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = C, NA
id = 450
damage = ceil(22 * fvar(0))
priority  = 3
animtype  = Light
guardflag = L
getpower = 20
pausetime = 9,9
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-10
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 10
guard.ctrltime = 9
ground.hittime  = 10
ground.velocity = -3.5/(fvar(1) + 0.0001)
air.velocity = -3.5,-3
air.type = High
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(30 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 405]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 405]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 405]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------------------------------------
;屈み中攻撃（ダッシュ）
[Statedef 460]
type    = C
movetype= A
physics = N
ctrl = 0
velset = 4.8,0
sprpriority = 2

[state 410]
type = width
trigger1 = 1
player = 20,13

[state 300]
type = changeanim
trigger1 = anim != 460
value = 460

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 20
ignoerhitpause = 1
persistent = 0

[State 416]
type = PlaySnd
trigger1 = animelem = 1
value = 210,0

[State 260]
type = velset
trigger1 = vel x > 2
x = 0.96*vel x

[State 260]
type = velset
trigger1 = vel x <= 2
x = 0

[State 416]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = C, NA
id = 460
animtype  = Medium
damage = ceil(45 * fvar(0))
guardflag = MA
getpower = 40
priority = 4
pausetime = 9,9
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-30
hitsound = S210, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 16
guard.ctrltime = 14
ground.hittime  = 16
ground.velocity = -4/(fvar(1) + 0.0001)
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.type = High
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 416]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.92 * (1 - 0.08*(0.92*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 416]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 416]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------
;屈み強攻撃（ダッシュ）
[Statedef 470]
type    = C
movetype= A
physics = N
ctrl = 0
velset = 4.8,0
sprpriority = 2

[state 410]
type = width
trigger1 = 1
player = 18,13

[state 300]
type = changeanim
trigger1 = anim != 470
value = 470

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 20
ignoerhitpause = 1
persistent = 0

[State 416]
type = PlaySnd
trigger1 = animelem = 3
value = 210,0

[State 260]
type = velset
trigger1 = vel x > 2
x = 0.96*vel x

[State 260]
type = velset
trigger1 = vel x <= 2
x = 0

[State 416]
type = HitDef
trigger1 = animelemno(0) = [5,6]
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = C, NA
id = 470
animtype  = Hard
damage = ceil(45 * fvar(0))
guardflag = M
hitflag = MAF
getpower = 60
priority = 4
pausetime = 9,9
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound = S220, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 21
guard.ctrltime = 21
ground.hittime  = 23
ground.velocity = -2.0/(fvar(1) + 0.0001),-8.4
air.velocity = -2.0,-8
yaccel = .40
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(50 * fvar(1) * 0.75) + 9
air.type = High
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0

[state 416]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.90 * (1 - 0.10*(0.90*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 416]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 416]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中弱攻撃
[Statedef 600]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 600
trigger2 = prevstateno = 600
trigger2 = time = 0
value = 600

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 5
ignoerhitpause = 1
persistent = 0

[State 600]
type = PlaySnd
trigger1 = animelem = 1
value = 200,0

[State 600]
type = HitDef
trigger1 = animelemno(0) = 2
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = A, NA
id = 600
animtype  = light
damage = ceil(22 * fvar(0))
hitflag = MAF
guardflag = HA
getpower = 20
priority = 3
pausetime = 9,9
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-5
hitsound = S200, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 10 
guard.hittime = 9
guard.ctrltime = 9
ground.velocity = -3/(fvar(1) + 0.0001)
air.type = High
air.velocity = -2.5,-4.5
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(30 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
ground.cornerpush.veloff = -5/(fvar(1)+0.0001)

[state 600]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(0.94*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 600]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[state 600]
type = veladd
trigger1 = time > 0
y = const(movement.yaccel)

[state 600]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 52

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;空中中攻撃
[Statedef 610]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 610
value = 610

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 13
ignoerhitpause = 1
persistent = 0

[State 610]
type = PlaySnd
trigger1 = animelem = 1
value = 210,0

[State 610]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = A, NA
id = 610
animtype  = Medium
damage = ceil(48 * fvar(0))
hitflag = MAF
guardflag = HA
getpower = 40
priority = 4
pausetime = 9,9
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-70
hitsound = S210, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime = 16 
guard.hittime = 14
guard.ctrltime = 14
ground.velocity = -4/(fvar(1) + 0.0001)
air.type = High
airguard.velocity = -3,-3;4
air.velocity = -2,-7;4 
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
ground.cornerpush.veloff = -4.5/(fvar(1)+0.0001)

[state 610]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.94 * (1 - 0.06*(0.94*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 610]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[state 600]
type = veladd
trigger1 = time > 0
y = const(movement.yaccel)

[state 600]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 52

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;空中強攻撃
[Statedef 620]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[state 300]
type = changeanim
trigger1 = anim != 620
value = 620

[state 300]
type = poweradd
trigger1 = animelem = 1
value = 30
ignoerhitpause = 1
persistent = 0

[State 620]
type = PlaySnd
trigger1 = animelem = 5
value = 210,0

[State 850]
type = Hitdef
triggerall = AnimElem = 2
triggerall = var(0) = 1
triggerall = prevstateno != 120 || !var(13)
trigger1 = command = "holdfwd"
trigger2 = var(59)
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 851
p2stateno = 860
hitsound   = S800,0

[State 620]
type = HitDef
trigger1 = animelemno(0) = 7
trigger1 = !movecontact && !movereversed
trigger1 = var(0) = 1
attr = A, NA
id = 620
damage    = ceil(60 * fvar(0))
hitflag = MAF
guardflag = HA
getpower = 60
priority = 4
pausetime = 9,9
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-40
hitsound = S220, 1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime = 16 
guard.hittime = 14
guard.ctrltime = 14
ground.velocity = -5
air.type = High
airguard.velocity = -3/(fvar(1) + 0.0001), 4
air.velocity = 0,6.4
yaccel = 0.37
id = 620
air.fall = 1
fall.recover = 1
p2facing = ifelse(p2dist x > 0 , 1 , -1)
fall.recovertime = ceil(40 * fvar(1) * 0.75) + 9
air.cornerpush.veloff    = 0
airguard.cornerpush.veloff= 0
ground.cornerpush.veloff = -6/(fvar(1)+0.0001)

[state 620]
type = varset
triggerall = P2MoveType = H
triggerall = time >= 3
trigger1 = movehit
fvar(1) = fvar(1) * 0.91 * (1 - 0.09*(0.91*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[State 620]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[state 600]
type = veladd
trigger1 = time > 0
y = const(movement.yaccel)

[state 600]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 52

[State 620]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;投げ
[statedef 800]
type = S
movetype = A
velset = 0
ctrl = 0

[state 300]
type = changeanim
trigger1 = anim != 800 + 20*var(30)
value = 800 + 20*var(30)

[State 801]
type = nothitby
trigger1 = animelemno(0) <= 2
value = ,NT

[State 800]
type = Hitdef
trigger1 = AnimElem = 1
id = 800
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 801
p2stateno = 810
p2facing = ifelse((facing!=enemynear,facing),0,-1)
hitsound   = S800,0

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 持ち上げ
[Statedef 801]
type    = A
movetype = A
physics = N
anim = 801 + 20*var(30)
poweradd = 0
velset = 0,0

[State 801]
type = nothitby
trigger1 = 1
value = SCA

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 + (var(5)), 1 + (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(4)), 10 + (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 - (var(5)), 1 + (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(4)), 0 - (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 + (var(5)), -1 - (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(4)), -10 - (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 - (var(5)), -1 - (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = width
trigger1 = time = 0
edge = 20,0
persistent = 0

[State 802]
type = targetbind
trigger1 = pos y < 0
pos = 5, -80
time = 1

[state 801]
type = velset
trigger1 = animelem = 2
x = 2.5
y = -12

[state 801]
type = veladd
trigger1 = pos y < 0
y = .6

[State 801]
type = changestate
trigger1 = vel y > 0 && pos y >= 0
value = 802
ctrl = 0

; パワーボム
[Statedef 802]
type     = S
movetype = A
physics  = S
anim = 802 + 20*var(30)
poweradd = 0
velset = 0,0
ctrl = 0

[State 802]
type = targetbind
trigger1 = animelemtime(2) < 0
pos = 25, -60
time = 1

[State 802]
type = targetlifeadd
trigger1 = animelem = 2
value = -ceil(120*fvar(0))

[State 802]
type = EnvShake
Trigger1 = animElem = 2
time = 20
ampl = 10

[State 802]
type = PlaySnd
trigger1 = AnimElem = 2
value = S5100,0

[state 802]
type = targetstate
trigger1 = animelem = 2
value = 811

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 802]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; やられ
[Statedef 810]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 810]
type = changeanim2
trigger1 = time = 0
value = 810

[State 810]
type = selfstate
trigger1 = animtime = 0
value = 50
ctrl = 1

; はねる
[Statedef 811]
type    = L
movetype= H
physics = N

[State 811, 6] ;Hit ground
trigger1 = time = 0
type = selfstate
value = 5100

;-------------------------------------------------------------------

;空中投げヒット
[statedef 851]
type = A
movetype = A
physics = N
ctrl = 0
anim = 851 + 20*var(30)
velset = 2,-5

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 + (var(5)), 1 + (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(4)), 10 + (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 - (var(5)), 1 + (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(4)), 0 - (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 + (var(5)), -1 - (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(4)), -10 - (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 - (var(5)), -1 - (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = width
trigger1 = time = 0
edge = 20,0
persistent = 0

[State 802]
type = targetbind
trigger1 = pos y < 0
pos = 5, -80
time = 1

[state 801]
type = veladd
trigger1 = pos y < 0
y = .4

[State 851]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y >= 0
value = 852

; パワーボム
[Statedef 852]
type     = S
movetype = A
physics  = S
anim = 802
poweradd = 0
velset = 0,0
ctrl = 0

[State 802]
type = targetbind
trigger1 = animelemtime(2) < 0
pos = 25, -60
time = 1

[State 802]
type = targetlifeadd
trigger1 = animelem = 2
value = -ceil(140*fvar(0))

[State 802]
type = EnvShake
Trigger1 = animElem = 2
time = 20
ampl = 10

[State 802]
type = PlaySnd
trigger1 = AnimElem = 2
value = S5100,0

[state 802]
type = targetstate
trigger1 = animelem = 2
value = 811

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 802]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;やられ
[Statedef 860]
type    = A
movetype= H
physics = N
velset = 0,0

[State 810]
type = changeanim2
trigger1 = time = 0
value = 860

[State 810]
type = selfstate
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;乙女富嶽
[statedef 1000]
type = S
movetype = A
ctrl = 0
velset = 0

[state 300]
type = changeanim
trigger1 = anim != 1000
value = 1000

[State 801]
type = nothitby
trigger1 = time <= 2
trigger1 = animelemno(0) = 1
value = SCA

[State 1000]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NT
id = 1000
hitflag = M-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 1001
p2stateno = 1010
yaccel = 0.29
p2facing = 1
fall = 1
fall.recover = 0
air.fall = 1
hitsound   = S800,0

[State 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
;乙女富嶽
[statedef 1001]
type = S
movetype = A
poweradd= 0
anim  = 1001
ctrl = 0
velset = 0

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 + (var(5)), 1 + (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(4)), 10 + (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 - (var(5)), 1 + (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(4)), 0 - (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 + (var(5)), -1 - (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(4)), -10 - (var(5))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 - (var(5)), -1 - (var(4))
pos = 0,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1001]
type = assertspecial
trigger1 = 1
flag = noautoturn

[state 1001,0]
type = turn
trigger1 = animelem = 2

[state 1001,1a]
type = targetbind
trigger1 = animelem = 1
pos = 20,0
time = 6

[state 1001,1a]
type = targetbind
trigger1 = animelem = 2
pos = -20,0
time = 6

[state 1001,1b]
type = targetbind
trigger1 = animelem = 3
pos = -10,-65
time = 3

[state 1001,1b]
type = targetbind
trigger1 = animelemtime(3) = 4
pos = -7,-65
time = 3

[state 1001,1c]
type = targetbind
trigger1 = animelem = 4
pos = 5,-70
time = 3

[state 1001,1c]
type = targetbind
trigger1 = animelemtime(4) = 4
pos = 10,-75
time = 3

[state 1001,d]
type = targetbind
trigger1 = animelem = 5
pos = 25,-80
time = 1

[State 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; やられ
[Statedef 1010]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 810]
type = changeanim2
trigger1 = time = 0
value = 1010

[state 1010]
type = sprpriority
trigger1 = animelem = 2
value = 2

[state 1001,0]
type = turn
trigger1 = animelem = 3
trigger1 = enemynear,facing = facing

[state 1010]
type = velset
trigger1 = time >= 26
x = -2
y = -6.5

[State 810]
type = selfstate
trigger1 = vel y = -6.5
trigger1 = vel x = -2
trigger1 = pos y <= -60
value = 5050

[State 810]
type = selfstate
trigger1 = time >= 200
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Lv1 真・乙女の拳
[statedef 3000]
type = S
movetype = A
poweradd= 0
ctrl = 0
velset = 0

[state 3000]
type = varset
trigger1 = 1
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = changeanim
trigger1 = anim != 3000
value = 3000

[State 3000]
type = poweradd
trigger1 = animelem = 21
value = -1000

[State 3000]
type = Envcolor
trigger1 = animelem = 21
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000]
type = superpause
trigger1 = animelem = 21
time = 30
anim = s7014
pos = 20, -50
movetime = 0
darken = 0
SprPriority = -5
p2defmul = 1

[State 3000]
type = PlaySnd
trigger1 = animelem = 21
value = 20,3

[State 3000]
type = changestate
trigger1 = animtime = 0
value = 3001

;Lv1 真・乙女の拳
[statedef 3001]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 17, 0

[state 3001]
type = changeanim
trigger1 = anim != 3001
value = 3001

[state 3000]
type = varset
trigger1 = animelemno(0)<=10
trigger1 = animtime < 0
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = varset
trigger1 = animelemno(0)>10 || animtime = 0
var(20) = 0
ignorehitpause = 1

[State 3001]
type = Hitdef
trigger1 = var(0) = 1
trigger1 = var(21) = 0
trigger1 = time = 0
trigger1 = !movecontact && !movereversed
attr = S, HA
id = 3001
damage = ceil(230*fvar(0)),40
animtype = hard
hitflag = MAF
sparkxy = 10,-60
guardflag = H
attackteam = E
priority = 7,hit
getpower = 0
pausetime = 0,20
sparkno = S7026
guard.sparkno = S7007
hitsound   = S3000,0
guardsound = S120,0
ground.hittime = 25
air.hittime = 25
guard.hittime = 41
guard.ctrltime = 41
ground.type = high
ground.slidetime = 25
ground.velocity = -20,-4.5
air.velocity = -20,-4.5
fall = 1
air.fall = 1
fall.recover = 0
p2facing = ifelse(p2dist x > 0 , 1 , -1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
guard.kill = 0
envshake.time = 15
envshake.freq = 40
envshake.ampl = 25
envshake.phase = 30

[state 3000]
type = varset
trigger1 = !var(21)
var(21) = ifelse(movecontact>0,1,0)
ignorehitpause = 1

[state 3000]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
var(56) = 999
ignorehitpause = 1
persistent = 0

[state 610]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.75 * (1 - 0.25*(0.75*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[state 3001]
type = velset
trigger1 = animelemtime(4) > 6
trigger2 = movecontact
x = 0

[State 260]
type = velset
trigger1 = !(animelem = 1)
trigger1 = prevstateno = 6000
x = fvar(15)
ignorehitpause = 1
persistent = 0

[state 360]
type = varset
trigger1 = vel x > 0
fvar(15) = vel x
ignorehitpause = 1

[State 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Lv2 真・乙女の拳
[statedef 3020]
type = S
movetype = A
poweradd= 0
ctrl = 0
velset = 0

[state 3000]
type = varset
trigger1 = 1
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = changeanim
trigger1 = anim != 3000
value = 3000

[State 3000]
type = poweradd
trigger1 = animelem = 21
value = -2000

[State 3000]
type = Envcolor
trigger1 = animelem = 21
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3020]
type = superpause
trigger1 = animelem = 21
time = 35
anim = s7015
pos = 20, -50
movetime = 0
darken = 0
SprPriority = -5
p2defmul = 1

[State 3000]
type = PlaySnd
trigger1 = animelem = 21
value = 20,1

[State 3000]
type = changestate
trigger1 = animtime = 0
value = 3021
ctrl = 1

;Lv2 真・乙女の拳
[statedef 3021]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 17, 0

[state 3000]
type = changeanim
trigger1 = anim != 3001
value = 3001

[state 3000]
type = varset
trigger1 = animelemno(0)<=10
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = varset
trigger1 = animelemno(0)>10
var(20) = 0
ignorehitpause = 1

[State 3001]
type = Hitdef
trigger1 = var(0) = 1
trigger1 = !var(21)
trigger1 = time = 0
trigger1 = !movecontact && !movereversed
attr = S, HA
id = 3021
damage = ceil(320*fvar(0)),60
animtype = hard
hitflag = MAF
sparkxy = 10,-60
guardflag = H
attackteam = E
getpower = 0
priority = 7,hit
pausetime = 0,20
sparkno = S7026
guard.sparkno = S7007
hitsound   = S3000,0
guardsound = S120,0
ground.hittime = 25
air.hittime = 25
guard.hittime = 41
guard.ctrltime = 41
ground.type = high
ground.slidetime = 25
ground.velocity = -20,-4.5
air.velocity = -20,-4.5
fall = 1
air.fall = 1
fall.recover = 0
p2facing = ifelse(p2dist x > 0 , 1 , -1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
guard.kill = 0
envshake.time = 15
envshake.freq = 40
envshake.ampl = 25
envshake.phase = 30

[state 3000]
type = varset
trigger1 = !var(21)
var(21) = ifelse(movecontact>0,1,0)
ignorehitpause = 1

[state 3000]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
var(56) = 999
ignorehitpause = 1
persistent = 0

[state 610]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.75 * (1 - 0.25*(0.75*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[state 3001]
type = velset
trigger1 = animelemtime(4) > 6
trigger2 = movecontact
x = 0

[State 260]
type = velset
trigger1 = !(animelem = 1)
trigger1 = prevstateno = 6000
x = fvar(15)
ignorehitpause = 1
persistent = 0

[state 360]
type = varset
trigger1 = vel x > 0
fvar(15) = vel x
ignorehitpause = 1

[State 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Lv3 真・乙女の拳
[statedef 3040]
type = S
movetype = A
poweradd= 0
ctrl = 0
velset = 0

[state 3000]
type = varset
trigger1 = 1
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = changeanim
trigger1 = anim != 3000
value = 3000

[State 3000]
type = poweradd
trigger1 = animelem = 21
value = -3000

[State 3040]
type = Envcolor
trigger1 = animelem = 21
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3040]
type = superpause
trigger1 = animelem = 21
time = 40
anim = s7016
pos = 20, -50
movetime = 0
darken = 0
SprPriority = -5
p2defmul = 1

[State 3040]
type = PlaySnd
trigger1 = animelem = 21
value = 20,4

[State 3040]
type = PlaySnd
trigger1 = animelem = 21
value = 20,2

[State 3040]
type = BGPalfx
trigger1 = animelem = 21
persistent = 1
invertall = 1
ignorehitpause = 1
time = 140
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3000]
type = changestate
trigger1 = animtime = 0
value = 3041
ctrl = 1

;Lv3 真・乙女の拳
[statedef 3041]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 17, 0

[state 3000]
type = changeanim
trigger1 = anim != 3001
value = 3001

[state 3000]
type = varset
trigger1 = animelemno(0)<=10
var(20) = stateno
ignorehitpause = 1

[state 3000]
type = varset
trigger1 = animelemno(0)>10
var(20) = 0
ignorehitpause = 1

[State 3001]
type = Hitdef
trigger1 = var(0) = 1
trigger1 = !var(21)
trigger1 = time = 0
trigger1 = !movecontact && !movereversed
attr = S, HA
id = 3041
damage = ceil(400*fvar(0)),60
animtype = hard
hitflag = MAF
sparkxy = 10,-60
guardflag = H
attackteam = E
getpower = 0
priority = 7,hit
pausetime = 0,20
sparkno = S7026
guard.sparkno = S7007
hitsound   = S3000,0
guardsound = S120,0
ground.hittime = 23
air.hittime = 23
guard.hittime = 21
guard.ctrltime = 21
ground.type = high
ground.slidetime = 25
ground.velocity = -20,-4.5
air.velocity = -20,-4.5
fall = 1
air.fall = 1
fall.recover = 0
p2facing = ifelse(p2dist x > 0 , 1 , -1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
guard.kill = 0
envshake.time = 15
envshake.freq = 40
envshake.ampl = 25
envshake.phase = 30

[state 3000]
type = varset
trigger1 = !var(21)
var(21) = ifelse(movecontact>0,1,0)
ignorehitpause = 1

[state 3000]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
var(56) = 999
ignorehitpause = 1
persistent = 0

[state 610]
type = varset
triggerall = P2MoveType = H
trigger1 = movehit
fvar(1) = fvar(1) * 0.75 * (1 - 0.25*(0.75*fvar(1)>1.00000))
ignorehitpause = 1
persistent = 0

[state 270]
type = targetstate
trigger1 = movehit = 1
trigger1 = numtarget(3041)
trigger1 = target(3041),stateno != 3042 && target(3041),stateno != 5656
trigger1 = target(3041),stateno != [120,155]
value = 3042
ignoerhitpause = 1
persistent = 0

[state 3001]
type = velset
trigger1 = animelemtime(4) > 6
trigger2 = movecontact
x = 0

[State 260]
type = velset
trigger1 = !(animelem = 1)
trigger1 = prevstateno = 6000
x = fvar(15)
ignorehitpause = 1
persistent = 0

[state 360]
type = varset
trigger1 = vel x > 0
fvar(15) = vel x
ignorehitpause = 1

[State 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;やられ
[Statedef 3042]
type = A
movetype= H
physics = N

[state 3042]
type = PosFreeze
trigger1 = gethitvar(hitshaketime) > 0
value = 1

[State 417]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X >= 0
x = -20

[State 417]
type =  VelSet
trigger1 = time = 0
trigger1 = p2dist X < 0
x = 20

[State 417]
type = VelSet
trigger1 = time = 0
y = gethitvar(yvel)

[State 417]
type = VelAdd
trigger1 = time >= 0
trigger1 = gethitvar(hitshaketime) = 0
y = 0.4

[State 417]
type = ChangeAnim2
trigger1 = time = 0
value = 280

[State 417]
type = ChangeState
triggerall =  gethitvar(hitshaketime) = 0
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 5656

[State 417]
type = SelfState
trigger1 = gethitvar(hitshaketime) = 0
trigger1 = Pos Y > 20
trigger1 = vel y > 0
value = 5110