;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
[Statedef 2000];-----------------------------------------お覇王翔吼拳(低速
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2
poweradd = -1000

[State 2000, 判定]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4

[State 2020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 3

[State 2000, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = time = 1
v = 5
range = 1,9  ;範囲を決定


[State 2000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 2000,バラモス呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 1
trigger1 = AnimElem = 4
helperype = normal
name = "Cross angel"
id = 2001
pos = 0,0
postype = p1
stateno = 2001
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0



[State 2000,エクシア呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
helperype = normal
name = "Ohara directorl"
id = 2002
pos = 0,0
postype = p1
stateno = 2002
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0

[State 2000,シーナ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 3
trigger1 = AnimElem = 4
helperype = normal
name = "The O"
id = 2003
pos = 0,0
postype = p1
stateno = 2003
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,マッドサンダー呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 4
trigger1 = AnimElem = 4
helperype = normal
name = "Leo pardon"
id = 2004
pos = 0,0
postype = p1
stateno = 2004
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,絶望呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 5
trigger1 = AnimElem = 4
helperype = normal
name = "Eisen"
id = 2005
pos = 0,0
postype = p1
stateno = 2005
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,てつを呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 6
trigger1 = AnimElem = 4
helperype = normal
name = "Ecsdes"
id = 2006
pos = 0,0
postype = p1
stateno = 2006
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,レッドキング呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 7
trigger1 = AnimElem = 4
helperype = normal
name = "Gilvader"
id = 2007
pos = 0,0
postype = p1
stateno = 2007
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,サクラ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 8
trigger1 = AnimElem = 4
helperype = normal
name = "Zero"
id = 2008
pos = 0,0
postype = p1
stateno = 2008
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,悠二呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 9
trigger1 = AnimElem = 4
helperype = normal
name = "14th angel"
id = 2009
pos = 0,0
postype = p1
stateno = 2009
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0


;---------------------------------------------------------------------------
[Statedef 2020];-----------------------------------------お覇王翔吼拳(高速
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2
poweradd = -1000

[State 2020, 判定]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 10

[State 2020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 3

[State 2020, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = time = 1
v = 5
range = 1,9  ;範囲を決定


[State 2020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 2020,バラモス呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 1
trigger1 = AnimElem = 4
helperype = normal
name = "Cross angel"
id = 2021
pos = 0,0
postype = p1
stateno = 2021
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0



[State 2020,エクシア呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
helperype = normal
name = "Ohara directorl"
id = 2022
pos = 0,0
postype = p1
stateno = 2022
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0

[State 2020,シーナ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 3
trigger1 = AnimElem = 4
helperype = normal
name = "The O"
id = 2023
pos = 0,0
postype = p1
stateno = 2023
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,マッドサンダー呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 4
trigger1 = AnimElem = 4
helperype = normal
name = "Leo pardon"
id = 2024
pos = 0,0
postype = p1
stateno = 2024
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,絶望呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 5
trigger1 = AnimElem = 4
helperype = normal
name = "Eisen"
id = 2025
pos = 0,0
postype = p1
stateno = 2025
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,てつを呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 6
trigger1 = AnimElem = 4
helperype = normal
name = "Ecsdes"
id = 2026
pos = 0,0
postype = p1
stateno = 2026
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,レッドキング呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 7
trigger1 = AnimElem = 4
helperype = normal
name = "Gilvader"
id = 2027
pos = 0,0
postype = p1
stateno = 2027
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,サクラ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 8
trigger1 = AnimElem = 4
helperype = normal
name = "Zero"
id = 2028
pos = 0,0
postype = p1
stateno = 2028
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,悠二呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 9
trigger1 = AnimElem = 4
helperype = normal
name = "14th angel"
id = 2029
pos = 0,0
postype = p1
stateno = 2029
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0




;---------------------------------------------------------------------------３連殴り
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000]
type = PlaySnd
trigger1 = Time = 3
value = 3, 1

[State 3000, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
value = 0, 3

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 19
trigger4 = AnimElem = 29
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
x = 6

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s6001
guard.sparkno = s6002
sparkxy = -10,-60
hitsound   = s1100, 1
guardsound = s1100, 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype  = Hard
damage    = 75,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s6001
guard.sparkno = s6002
sparkxy = -10,-60
hitsound   = s1100, 1
guardsound = s1100, 1
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
