; 立ち弱パンチ
[Statedef 200]
type = S
movetype = A
physics = S
juggle = ifelse(var(12),16,3)
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,7

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255


[State 201, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 36, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -85
hitsound = S200,0
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 8
ground.hittime = 8
air.hittime = 8
guard.hittime  = 8
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

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

;---------------------------------------------------------------------------
;近距離 立ち弱パンチ
[Statedef 201]
type     = S
movetype = A
physics  = S
juggle  = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 201
sprpriority = 2
facep2 = 1

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,7

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255

[State 201, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 27, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -75
hitsound = S200,0
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 8
ground.hittime = 8
air.hittime = 8
guard.hittime  = 8
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 立ち強パンチ

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2
facep2 = 1

[State -2]
type = Explod
trigger1 = Time = 12
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 55,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 14
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 80,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 16
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 105,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State -2]
type = Explod
trigger1 = Time = 18
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 130,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.1

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 12
helpertype = normal
name = "Espejo de Dimencion"
ID = 3666
stateno = 3666
pos = 50,25
postype = p1
facing = 1
keyctrl = 0
supermove = 99
pausemove = 99
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 210, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 8, 8
damage = 50, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,2
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 21
ground.hittime = 21
air.hittime = 21
guard.hittime  = 17
;guard.ctrltime = 9
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -4
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 210, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 50, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,2
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 21
ground.hittime = 21
air.hittime = 21
guard.hittime  = 17
;guard.ctrltime = 9
ground.velocity = -8.5,0
guard.velocity = -10
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

;---------------------------------------------------------------------------
[Statedef 3666]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 215
sprpriority = 50
ctrl     = 0

[State 1000, VelAdd]
type = VelAdd
Trigger1 = 1
x = 1.3

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = S9,16

[State 3100]
type = Hitdef
trigger1 = Time = 0
trigger2 = Time = 4
trigger3 = Time = 8
trigger4 = Time = 12
trigger5 = Time = 16
trigger6 = Time = 20
trigger7 = Time = 24
trigger8 = Time = 28
trigger9 = Time = 32
trigger10 = Time = 36
trigger11 = Time = 40
trigger12 = Time = 44
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 15,10
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s10151
sparkno = s10103
sparkxy = 0,-90
hitsound = S9,15
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = -3,0
guard.velocity = 0
air.velocity = -3,0
airguard.velocity = -3,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 3666

;---------------------------------------------------------------------------
; 近距離 立ち強パンチ

[Statedef 211]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 211
sprpriority = 2
facep2 = 1

[State -2]
type = Explod
trigger1 = Time = 12
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 55,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 14
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 80,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 16
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 105,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State -2]
type = Explod
trigger1 = Time = 18
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 130,-74
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.1

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 12
helpertype = normal
name = "Espejo de Dimencion"
ID = 3666
stateno = 3666
pos = 50,25
postype = p1
facing = 1
keyctrl = 0
supermove = 99
pausemove = 99
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 210, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 136, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,2
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 21
ground.hittime = 21
air.hittime = 21
guard.hittime  = 17
;guard.ctrltime = 9
ground.velocity = -8.5,0
guard.velocity = -10
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
Movetype = I

[State 211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ふっとばし
[Statedef 3001]
type     = S
movetype = A
physics  = S
juggle   = ifelse(P2movetype=H,8,15)
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 3001
sprpriority = 3

[State 871, 速度加算]
type = Velset
trigger1 = time = 22
x = -10

[State -2]
type = Explod
trigger1 = Time = 22
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 45,-110
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 24
anim = 6333
sprpriority = 50
postype = p1
velset = 0,0
pos = 70,-110
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 26
anim = 6333
sprpriority = 51
postype = p1
velset = 0,0
pos = 95,-110
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 22
value = S9,16

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 22
value = S5,9

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[State 300, HitDef]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 0
priority = 5
pausetime = 5,10
sparkno = s10103
guard.sparkno = s10151
sparkxy = -20,-75
hitsound = s9,15
hitflag = MAF
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20,-5
air.velocity = -20,-5
air.animtype = Back
fall = 1
kill = 0
fall.recovertime = 25
ground.cornerpush.veloff = 0
p2stateno = 1025
p2facing = 1
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 220
priority = 5
pausetime = 5,10
sparkno = s10103
guard.sparkno = s10151
sparkxy = -20,-75
hitsound = s9,15
hitflag = MAF
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20,-5
air.velocity = -20,-5
air.animtype = Back
fall = 1
fall.recovertime = 25
ground.cornerpush.veloff = 0
p2stateno = 1025
p2facing = 1
air.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; 立ち弱キック

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2
facep2 = 1

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,1
channel = 0
volume = 255

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 235
ID = 200
postype = p1
pos = 82,-80
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4
anim = 235
ID = 200
postype = p1
pos = 30,-25
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0


[State 230, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 10, 10
damage = 18, 0
guard.pausetime = 10, 10
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -20, -77
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 230, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 18, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = 10, -20
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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


;---------------------------------------------------------------------------
; 近立ち弱キック

[Statedef 231]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 231
sprpriority = 2
facep2 = 1

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,1
channel = 0
volume = 255

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 235
ID = 200
postype = p1
pos = 21,-25
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4
anim = 235
ID = 200
postype = p1
pos = 57,-65
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0


[State 230, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 10, 10
damage = 14, 0
guard.pausetime = 10, 10
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -15
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -2.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 230, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 14, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -35, -60
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

[State 231, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち強キック

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0
volume = 255

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,3
volume = 255

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 245
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0

[State -2]
type = Explod
trigger1 = Time = 6
anim = 2455
sprpriority = 97
postype = p1
velset = 0,0
pos = -8,-90
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.6,0.6

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s10102
guard.sparkno = s10151
sparkxy = -25,-70
hitsound   = s6,13
guardsound = s200,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 11,-15
guard.velocity = 0
air.velocity = 11,-15
airguard.velocity = 11,-15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s10102
guard.sparkno = s10151
sparkxy = -25,-70
hitsound   = s6,13
guardsound = s200,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 15,-5
guard.velocity = 0
air.velocity = 15,-5
airguard.velocity = 15,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s10102
guard.sparkno = s10151
sparkxy = -25,-70
hitsound   = s6,13
guardsound = s200,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 15,10
guard.velocity = 0
air.velocity = 15,10
airguard.velocity = 15,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5

[State 3100]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 110,50
pausetime = 0,2
guard.pausetime = 1,1
sparkno = s1010200
guard.sparkno = s10151
sparkxy = 0,10
hitsound = s6,12
guardsound = s200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 11,100
guard.velocity = 0
air.velocity = 11,100
airguard.velocity = 11,100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State 3301,4]
type = ChangeState
triggerall = (animelem=3,>0 && animelem=7,<0)
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = animelem=4,>0
trigger2 = p2bodydist X = [0,60]
trigger2 = p2bodydist Y < -50
trigger2 = MoveContact = 1
trigger2 = p2statetype = A
trigger2 = Random <= 900
trigger3 = var(59) = 1
trigger3 =  (animelem=4,>0 && animelem=7,<0)
trigger3 = p2bodydist X = [0,40]
trigger3 = p2MoveType != H
trigger3 = P2StateNo != [120,155]
trigger3 = Random <= 200;ガードキャンセル対策
value = 1100

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近立ち強キック

[Statedef 241]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2
facep2 = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0
volume = 255

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,3
volume = 255

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 245
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0

[State -2]
type = Explod
trigger1 = Time = 6
anim = 2455
sprpriority = 97
postype = p1
velset = 0,0
pos = -8,-90
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.6,0.6

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s10102
guard.sparkno = s10151
sparkxy = -25,-70
hitsound   = s6,13
guardsound = s200,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 11,-15
guard.velocity = 0
air.velocity = 11,-15
airguard.velocity = 11,-15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s10102
guard.sparkno = s10151
sparkxy = -25,-70
hitsound   = s6,13
guardsound = s200,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 15,-5
guard.velocity = 0
air.velocity = 15,-5
airguard.velocity = 15,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s10102
guard.sparkno = s10151
sparkxy = -25,-70
hitsound   = s6,13
guardsound = s200,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 15,10
guard.velocity = 0
air.velocity = 15,10
airguard.velocity = 15,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5

[State 3100]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 110,50
pausetime = 0,2
guard.pausetime = 1,1
sparkno = s1010200
guard.sparkno = s10151
sparkxy = 0,10
hitsound = s6,12
guardsound = s200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 11,100
guard.velocity = 0
air.velocity = 11,100
airguard.velocity = 11,100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State 3301,4]
type = ChangeState
triggerall = (animelem=3,>0 && animelem=7,<0)
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = animelem=4,>0
trigger2 = p2bodydist X = [0,60]
trigger2 = p2bodydist Y < -50
trigger2 = MoveContact = 1
trigger2 = p2statetype = A
trigger2 = Random <= 900
trigger3 = var(59) = 1
trigger3 =  (animelem=4,>0 && animelem=7,<0)
trigger3 = p2bodydist X = [0,40]
trigger3 = p2MoveType != H
trigger3 = P2StateNo != [120,155]
trigger3 = Random <= 200;ガードキャンセル対策
value = 1100

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ弱パンチ

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 400
sprpriority = 2
facep2 = 1

[State 400, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,7

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255

[State 400, Hitdef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 18, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -15, -30
hitsound = S200,0
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 9
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
Movetype = I

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

;---------------------------------------------------------------------------
; しゃがみ強パンチ
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
anim     = 410
sprpriority = 2
facep2 = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 410, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 6
attr = C, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 8, 8
damage = 45, 0
guard.pausetime = 8, 8
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -80
hitsound = S200,2
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 22
air.hittime = 22
guard.hittime  = 20
;guard.ctrltime = 18
ground.velocity = -8.5,0
guard.velocity = -8.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 410, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 7
attr = C, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 14, 14
damage = 45, 0
guard.pausetime = 14, 14
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -80
hitsound = S200,2
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.hittime  = 20
;guard.ctrltime = 18
ground.velocity = -3.5,-7
guard.velocity = -8.5
air.velocity = -3.5,-7
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8
Movetype = I

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

;---------------------------------------------------------------------------
; しゃがみ弱キック

[Statedef 430]
type     = C
movetype = A
physics  = C
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 430
sprpriority = 2
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,1
channel = 0
volume = 255

[State 430, ヒット定義]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = C, NA
hitflag = M
guardflag = L
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 18, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -15, 0
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 9
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

[State 430, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 440]
type     = C
movetype = A
physics  = C
juggle = 15
poweradd = 50
ctrl     = 0
anim     = 440
sprpriority = 2
facep2 = 1

[State 440, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,4
channel = 0
volume = 255

[State 114, 3]
type = ReversalDef
trigger1 = p2Movetype != H
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
reversal.attr = SCA,AA,AP
numhits = 0
hitflag = MAP
sparkno = 10150
pausetime = 8,14
sparkxy = -10,-25
hitsound = S200,5

[State 440, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 8
attr = C, NA
hitflag = M
guardflag = L
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 144, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -10
hitsound = S200,3
guardsound = S200,5
ground.type = Trip
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 20
;guard.ctrltime = 18
ground.velocity = -2.5,-4.3
guard.velocity = -10
air.velocity = -1.2,-4
airguard.velocity = -3.7,-1.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9
Movetype = I

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;ジャンプ弱パンチ

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 200,7

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255

[State 600, Hitdef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 36, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -20, -70
hitsound = S200,0
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 13
ground.hittime = 13
air.hittime = 13
guard.hittime  = 13
;guard.ctrltime = 13
ground.velocity = -5.1,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

;---------------------------------------------------------------------------
;ジャンプ強パンチ

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
anim     = 610
sprpriority = 2

[State 1000, Width]
type = Width
trigger1 = 1
player = 1,0

[State 600,1]
type = PlaySnd
trigger1 = Time = 1
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,4
channel = 0
volume = 255


[State 610, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 117, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -70
hitsound = S200,2
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -7,0
guard.velocity = -7
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

;---------------------------------------------------------------------------
;ジャンプ弱キック

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 630
sprpriority = 2

[State 600,1]
type = PlaySnd
trigger1 = Time = 1
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,2
channel = 0
volume = 255

[State 630, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 36, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -43
hitsound = S200,1
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 13
ground.hittime = 13
air.hittime = 13
guard.hittime  = 13
;guard.ctrltime = 13
ground.velocity = -5.1,0
guard.velocity = -5.1
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
Movetype = I

;---------------------------------------------------------------------------
;斜めジャンプ強キック
[Statedef 640]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
anim     = 640
sprpriority = 2

[State 600,1]
type = PlaySnd
trigger1 = Time = 1
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 645, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 126, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -45
hitsound = S200,3
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -7,0
guard.velocity = -7
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

;---------------------------------------------------------------------------
;ふっ飛ばし攻撃
[Statedef 250]
type     = S
movetype = A
physics  = S
juggle = 16
poweradd = 50
ctrl     = 0
anim     = 250
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 500
value = 2,7
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State -2]
type = Explod
trigger1 = Time = 12
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 30,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 14
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 55,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 16
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 80,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State -2]
type = Explod
trigger1 = Time = 18
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 105,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.1

[State 250, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 200, 50
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -76
hitsound = S200,4
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 19
ground.hittime = 19
air.hittime = 19
guard.hittime  = 19
;guard.ctrltime = 9
ground.velocity = -4,-9
guard.velocity = -10.1
air.velocity = -4,-6
airguard.velocity = -6.5,-3
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .55

[State 1000, 0]
type = null;EnvShake
trigger1 = AnimElem = 3
time = 8
freq = 120
ampl = -3
phase = 90
ignorehitpause = 1
;persistent = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;-------------------------------------------------------------------------------------
;ガードキャンセルふっとばし攻撃
[Statedef 255]
type = S
movetype = A
physics  = S
juggle = 16
poweradd = -1000
ctrl = 0
anim = 255
sprpriority = 2

[State 3000,2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State 1990, 3]
type = Pause
trigger1 = Time = 0
time = 4
pausemovetime = 4

[State 1990, Envcolor];一瞬光る
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110,1
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State -2]
type = Explod
trigger1 = Time = 12
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 30,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 14
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 55,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 16
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 80,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State -2]
type = Explod
trigger1 = Time = 18
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 105,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.1

[State 250, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 60, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -76
hitsound = S200,4
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 19
ground.hittime = 19
air.hittime = 19
guard.hittime  = 19
;guard.ctrltime = 9
ground.velocity = -4,-9
guard.velocity = -10.1
air.velocity = -4,-6
airguard.velocity = -6.5,-3
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .55
kill = 0

[State 1000, 0]
type = null;EnvShake
trigger1 = AnimElem = 3
time = 8
freq = 120
ampl = -3
phase = 90
ignorehitpause = 1
;persistent = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;---------------------------------------------------------------------------
;ジャンプぶっとばし攻撃
[Statedef 650]
type     = A
movetype = A
physics  = N
juggle = 16
poweradd = 50
ctrl     = 0
anim     = 650
velset = 0,0
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 2,7
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,6

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 0
y = -2.4

[State 1210, Velocity]
type = VelAdd
trigger1 = AnimElemTime(4) > 1
y = .45

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 215
ID = 200
postype = p1
pos = -25,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 640, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 117, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -55
hitsound = S200,4
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -4,-6
guard.velocity = -12
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
air.velocity = -3.5,-6
airguard.velocity = -6.5,-3
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0

;--------------------------------------------------------
;緊急回避
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 700, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 17
length = 6      ;残像の表示時間
timegap = 2     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 6,<= 0
value =  SCA, AA, AP

[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = 4

[State 700, 移動終了]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 700, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
;緊急回避後ろ
[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl     = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 106

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 21
value = 107

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 710, AfterImage]
type = AfterImage
trigger1 = Anim = 106
trigger1 = AnimElem = 1
time = 19
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Anim = 106
value =  SCA, AA, AP

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
x = -4

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 107
x = 0

[State 710, PlayerPush]
type = PlayerPush
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
value = 0

[State 710, end]
type = ChangeState
trigger1 = Anim = 107
trigger1 = AnimTime = 3
value = 0
ctrl = 1

;------------------------------------------------------------------
;ガードキャンセル前転
[Statedef 720]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 720
poweradd = -1000
ctrl     = 0

[State 1990, 一瞬止まる]
type = Pause
trigger1 = Time = 0
time = 8
pausemovetime = 16

[State 1990, 一瞬光る]
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 700, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 17
length = 6      ;残像の表示時間
timegap = 2     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = 4

[State 700, 移動終了]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 700, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------
;ガードキャンセル後転
[Statedef 730]
type     = S
movetype = I
physics  = S
velset   = 0,0
poweradd = -1000
ctrl     = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 106

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 21
value = 107

[State 1990, 一瞬止まる]
type = Pause
trigger1 = Time = 0
time = 8
pausemovetime = 16

[State 1990, 一瞬光る]
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 710, AfterImage]
type = AfterImage
trigger1 = Anim = 106
trigger1 = AnimElem = 1
time = 19
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value =  SCA

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
x = -4

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 107
x = 0

[State 710, PlayerPush]
type = PlayerPush
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
value = 0

[State 710, end]
type = ChangeState
trigger1 = Anim = 107
trigger1 = AnimTime = 3
value = 0
ctrl = 1

;--------AC タクティカルステップ----------------------
[Statedef 740]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 102
poweradd = -1000
ctrl     = 0

[State 730, 1];青点滅
type = palfx
trigger1 = time = 0
time = 6
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 4,1
channel = 0

[State 700, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 26
length = 6      ;残像の表示時間
timegap = 2     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1


[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 4.5

[State 700, 移動終了]
type = VelSet
trigger1 = AnimElem = 8, >= 0
x = 0

;[State 700, 相手と重なった場合]
;type = PlayerPush
;trigger1 = AnimElemTime(2) > 0
;value = 0

[State 700, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;------  パンチ投げ[発動]  ------
[Statedef 800]
type = S
movetype= A
physics = S
velset = 0,0
juggle = 25
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
;trigger1 = P2Stateno != [120,155]
attr = S, NT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M-
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 850

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  キック投げ[発動]  ------
[Statedef 810]
type = S
movetype= A
physics = S
velset = 0,0
juggle = 15
ctrl = 0
anim = 800

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
;trigger1 = P2Stateno != [120,155]
attr = S, NT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M-
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1;-1
p2facing = 1
p1stateno = 801
p2stateno = 850

[State 850, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  投げ[つかみ]  ------
[Statedef 801]
type = S
movetype= A
physics = S
anim = 801

[State 10000, 1]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 10000, 1]
type = null;VarSet
triggerall = Time < 3
triggerall = !var(5)
trigger1 = Prevstateno = 800
trigger1 = (Target,Command = "y")
trigger1 = (Target,Command != "b")
trigger2 = Prevstateno = 810
trigger2 = (Target,Command = "b")
trigger2 = (Target,Command != "y")
var(5) = 1

[State 1000, 0]
type = Turn
trigger1 = time = 0
trigger1 = Prevstateno = 810
trigger1 = !var(5)

[State 1000, 0]
type = TargetFacing
trigger1 = time = 0
trigger1 = Prevstateno = 810;trigger1 =  enemynear,facing = 1
trigger1 = !var(5) 
value = -1
ID = -1


[State 2160, 33]
type = Explod
trigger1 = animelem = 2
anim = 800
sprpriority = 2
postype = p1
pos = 42,-85
bindtime = 1
ownpal = 1

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 800,0
volume = 0

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = animelem = 1, >= 0
pos = 30,0

[State 810,TargetBind]
type = null;ChangeState
trigger1 = Time <= 3
trigger1 = var(5)
value = 890

[State 905, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 802

;------  投げ[攻撃]  ------
[Statedef 802]
type = S
movetype= A
physics = N
anim = 802
sprpriority = 1

[State 1000, 0]
type = null;PosAdd
triggerall = time = 0
trigger1 = BackEdgeBodyDist <= 30
x = 100

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 1 = 0
pos = 30, 0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 5,8
volume = 0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 5,5
volume = 0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 6 = 6
value = 200,2
volume = 0

[State 2160, 33]
type = Explod
trigger1 = animelem = 2
anim = 805
id = 805
sprpriority = 1
postype = p1
pos = 60,0
bindtime = 1
ownpal = 1
removetime = -1

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = NumExplod(805) > 0
trigger1 = AnimElem = 5
ID = 805

[State 2160, 33]
type = Explod
trigger1 = animelem = 5
anim = 806
id = 806
sprpriority = 1
postype = p1
pos = 60,0
bindtime = 1
ownpal = 1
removetime = -2

[State 2160, 33]
type = Explod
trigger1 = animelem = 6
anim = 807
id = 807
sprpriority = 3
postype = p1
pos = 60,0
bindtime = 1
ownpal = 1
removetime = -2

[State 2160, 33]
type = Explod
trigger1 = animelem = 6 = 6
anim = 10101
id = 808
sprpriority = 4
postype = p1
pos = 60,-130
bindtime = 1
ownpal = 1
removetime = -2

[State 2210, 19]
type = targetstate
trigger1 = AnimElem = 6 = 6
value = 851

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 6 = 7
value = -162

[State -2, Combo]
type = VarSet
trigger1 = time = 1
var(12) = 1
ignorehitpause = 1

[State 905, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  投げつかみ[２Ｐ処理]  ------
[Statedef 850]
type    = S
movetype= H 
physics = N
ctrl = 0
facing = enemy,facing

[State 850, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 850, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 850, 3]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

[State 1100, Velocity]
type = VelSet
trigger1 = time = 12
x = -2
y = -3

[State 1100, 4]
type = VelAdd
trigger1 = time >= 12
trigger1 = time < 36
x = .1
y = .1

[State 1100, 4]
type = VelSet
trigger1 = time = 36
x = 0
y = 0

;------  投げ[２P処理２]  ------
[Statedef 851]
type = A
movetype = H
physics = N
velset = 0

[State 851, 1]
type = VelSet
trigger1 = time = 0
x = -2.5
y = -9.8

[State 851, 2]
type = VelAdd
Trigger1 = 1
y = .5

[State 851, 4]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 1005, 1]
type = null;PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 800,1
volume = 255

[State 851, 3]
type = null;ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5200

[State 851, end]
type = null;SelfState
triggerall = Vel Y > 0
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5210

[State 851, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;投げ抜け
[Statedef 890]
type = S
movetype= I
physics = N
anim = 5945
ctrl = 0
sprpriority = 1

[State 810,TargetState]
type = TargetState
trigger1 = Time = 0
value = 895

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 106, 1]
type = null;PlaySnd
trigger1 = animelem = 1
value = 5,2
volume = 0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 7
x = -3

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

[State 1100,PlayerPush]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 905, 13]
type = ChangeState
trigger1 = time >= 23
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ抜けｐ２処理
[Statedef 895]
type = S
movetype= I
physics = N
sprpriority = 1
facing = enemy,facing

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "Beppu"
value = 5940

[State 895,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = anim != 5940
value = 5007

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 106, 1]
type = null;PlaySnd
trigger1 = animelem = 1
value = 5,2
volume = 0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 7
x = -3

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

[State 1100,PlayerPush]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 851, end]
type = SelfState
trigger1 = time >= 23
value = 0
ctrl = 1

;------------------------------------------------------------------------------
;空中復帰誘導
[Statedef 950]
type    = A
movetype= H
physics = N

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5040, 1]
type = SelfState
trigger1 = time = 0
value = 5040
