;SSK

[Statedef 13900]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
poweradd = -3000
anim     = 30140
ctrl     = 0
sprpriority = 3

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 6022
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 0, ]
type =  superPause   ;超级暂停代码
trigger1 = animelem = 1   ;在人物图片第三张时，放出暂停效果
trigger1 = p2life > 0    ;P2生命值>0时
time = 50  ;所有人物，不能行动900秒，P1除外
anim = -1   ;图片等于-1，也就是没有
movetime = 50  ;效果持续时间
darken =  1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
value = s3000,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = s2200,0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 4
value = s2200,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 4
value = s2200,2

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 182
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State -2]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 2000]
type = PlaySnd
trigger1 = time = 1
value = s0,34
volume = 255

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10021
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[state 2000]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 40020
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
projhits = 99999
damage = 600,600
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = 0,0
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State 2000]
type = TargetLifeAdd
trigger1 = time > 52
value = -9999999999

[State 2000]
type = TargetState
trigger1 = time > 52
trigger1 = GameTime%3 = 1
value = 5150

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 13901

[Statedef 13901]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30141
ctrl     = 0
sprpriority = 3

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT

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



;==========================================================================
[Statedef 2040]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2040
ctrl     = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
value = s3000,1


[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = -1
movetime = 30
sound = s7000,1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 30
mul = 0,0,0

[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = f103
pos = 5,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = f102
pos =5,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 24
range = -270,270

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 25
range = -10,10

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 26
range = 10,20

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S12,3
lowpriority = 9
persistent = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = (var(24))&& time = [57,228]
value = S13,10

[State 1000, PosSet]
type = PosSet
trigger1 = time = 171
x = 0
y = 0

[State 3000, Projectile]
type = Projectile
trigger1 = time = [57,228]
projID = 1000
projanim = 2041
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 9
projremovetime = 23
ownpal = 1
offset = (var(24)),(var(26))
getpower = 0,10
velocity = 0
attr = A,HA
animtype = diagup
damage = 10,5
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,2
sparkno = s7000
guard.sparkno = s6040
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = (var(25))
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
afterimage.trans = add
afterimage.PalContrast = 250, 250, 250
afterimage.PalBright = 0,0,0
afterimage.time = -1
afterimage.length  = 13
afterimage.TimeGap = 1
afterimage.FrameGap = 1
air.velocity = (var(25)), -3
fall.recover = 0
fall = 1

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


;=========================================================================
;元气弹
[Statedef 1717]
type   =S
movetype= A
physics=S
velset=0,0,0
poweradd=-3000
juggle=0
ctrl=0
anim=1717            ;---------动作（4）

[State 1717,8]
type=EnvColor
trigger1=AnimElem=1
value=0,0,0
time=55
under=1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
value = s3000,1


[State 1717,6]
type=Explod
trigger1=Time=24
anim=7602           ;-----------闪光点2
pos=-150,105
postype=right
sprpriority=-2
supermove=1
ownpal=1
removetime=26
bindtime=-1


[State 1717, 4]
type=Explod
trigger1=animelem=4
anim=1718             ;----慢慢出现元气弹
pos=0,-175
bindtime=3
sprpriority=-2
removetime=200
supermove=1


[State 1717, 5]
type=Explod
trigger1=animelem=2
anim=8201                 ;--------闪光点3
pos=0,-175
bindtime=3
sprpriority=-1
removetime=30
supermove=1

[State 1717, 5]
type=PalFX
trigger1=AnimElem=7
time=5                ;全屏蓝色
add=70,70,70
sinadd=70,70,70, 3

[State 1717, 6]
Type=RemoveExplod
trigger1=AnimElem=4
anim=1718             ;----慢慢出现元气弹


[State 1717, 8]
type=BGpalfx
trigger1=Projhit=1
time=20
add = 2,194,196
sinadd = 66,254,196

[state 1717,1]
type=Projectile
trigger1=AnimElem=7
projanim=1719              ;----------完整元气弹(2)
projhitanim=1719              ;----------完整元气弹(2)
projhits = 99999
projmisstime=4
projpriority=100
projshadow=-1
offset=0,-100
getpower=0
velocity=6,0
attr=S, NP
damage  =500,50000000       ;---------伤害值
animtype=high
guardflag=MA
hitflag=MA
hitsound=S193,2             ;---------元气弹爆炸声音
guardsound=S193,2
pausetime=2,4
sparkxy=-500,-500
ground.type=High
ground.slidetime=10
ground.hittime =20
ground.velocity=-10,-20
air.animtype=Back
air.velocity=-10,-20
air.juggle=3
air.fall=1
down.velocity=-10,-20
down.hittime=30
down.bounce=0
fall=1
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 1700, envshake]
type = EnvShake
trigger1 = ProjHit= 10
time = 150

[State 1717, 11]
type=ChangeState
trigger1=AnimTime=0
value=0
ctrl=1
















[莲]
[花]
[满]
[屏]
[！]





;=========================================================================
[Statedef 22140]
type = S
movetype = A
physics = N
velset = 0,0
poweradd= -1000
anim = 22140
ctrl = 0

[State 3000,0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 8000,1]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6020
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6021
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000,6]
type = PlaySnd
trigger1 = time = 0
value = 3000,1

[State 3000,6]
type = PlaySnd
trigger1 = animelem = 3
value = 190,0
channel = 2

;[State 3000,11]
;type = PlaySnd
;trigger1 = animelem = 4 && p2life != 0
;value = 422,5
;loop = 1
;channel = 0

;[State 8000,5]
;type = stopsnd
;trigger1 = time = 0
;trigger2 = animelem = 3 && anim = 8201
;channel = 0

[State 8000,6]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 8000,7]
type = changeanim
trigger1 = p2life = 0 && animelem = 5,>=0 && anim = 22140
trigger2 = time >= 150 && anim != 22141; && NumHelper(22150)=0
value = 22141;8201
elem = 1

[State 8000,9]
type = helper
trigger1 = Animelem = 2
id = 6011
persistent = 0
name = "8210"
pos = -20,0
postype = P1
stateno = 22141;8210
helpertype = normal
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 8000,10]
type = changestate
trigger1 = animtime = 0 && anim = 22141
value = 0
ctrl = 1





;-------------------------------
[Statedef 22141];8210
type = A
movetype = A
physics = N
anim = 22142;9998
velset = 0
SprPriority = -5
ctrl = 0

[State 3000,11]
type = PlaySnd
trigger1 = animelem = 1 && anim = 22143;8210
value = 2558,0
loop = 1
channel = 0

[State 8000,5]
type = stopsnd
trigger1 = animelem = 3 && anim = 22144;8211
channel = 0

[State 8210,1]
type = ChangeAnim
trigger1 = Root,Anim = 22140 && anim != 22143 && anim != 22144 && Root,AnimElem = 2,>0
value = 22143

[State 8210,2]
type = ChangeAnim
trigger1 = Root,Anim = 22141 && anim != 22144
value = 22144

[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "22150"
ID = 22150
postype = p1
pos = -10,-119
bindtime = 1
sprpriority = 5
stateno = 22150
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13
[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 3 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "8221"
ID = 22150
postype = p1
pos = -11,82
bindtime = 1
sprpriority = 5
stateno = 22151
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 6 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "8220"
ID = 22150
postype = p1
pos = -11,-82
bindtime = 1
sprpriority = 5
stateno = 22150
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13
[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 9 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "8221"
ID = 22150
postype = p1
pos = -10,-119
bindtime = 1
sprpriority = 5
stateno = 22151
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 8220, 7]
type = HitDef
trigger1 = Time%5 = 0 && time >= 27
attr = S,HP
animtype = Hard
damage = 10,7
pausetime = 0,4
guardflag = MA
getpower = 200,100
givepower = 0,0
hitflag = MAFP
;priority = 7
;sprpriority = 7
;sparkno = s22109
;guard.sparkno = s4812
sparkxy = -10,-80
hitsound  = s2000,5
guardsound = s13,10
ground.type = High
ground.hittime = 24
ground.slidetime =24
ground.velocity = -0.5,-8.5
air.velocity = -0.3,-8
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 8210,3]
type = BindToRoot
trigger1 = anim = 22143
time = 1
pos = 0,0

[State 8210,4]
type = SprPriority
trigger1 = 1
value = -5

[State 8210,5]
type = PlayerPush
trigger1 = 1
value = 0

[State 8210,6]
type = HitBy
trigger1 = 1
value = SCA
time = 10

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 4
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 8220, 8]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 22141;8210

[State 8210,10]
type = DestroySelf
trigger1 = Root,StateNo != 22140 || (Anim = 22144 && AnimTime = 0)












;-------------------------------
[Statedef 22150]
type = A
movetype = A
physics = N
;anim = 8220
velset = -IfElse((Random <= 650),IfElse((Random <= 325),9,7),5),-IfElse((Random <= 650),IfElse((Random <= 325),13,9),11)
sprpriority = -4
ctrl = 0

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = S1100,0;s413,5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=1
movetype = A

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6,>=0
value = 6

[State 8221, 1]
type = ChangeAnim
trigger1 = Anim != 22150
value = 22150

[State 8220, 1]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8220, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8220, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 30
trigger1 = Vel y >= -32
y = -1.8

[State 8220, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 30
trigger1 = Vel y <= 32
y = 1.7

[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(60) = -35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(61) = -60
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(60) = 35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(61) = 60

[State 8220, 5]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 8220, 6]
type = Explod
trigger1 = timemod = 2,0
anim = 22151
ID = 8221
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1

[State 8220, 7]
type = HitDef
trigger1 = animelem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 10,7
pausetime = 0,3
guardflag = M
getpower = 200,100
givepower = 0,0
hitflag = MAFP
;priority = 7
;sprpriority = 7
;sparkno = s22110
;guard.sparkno = s22123
sparkxy = -10, 0
hitsound  = s2000,5
guardsound = s13,10
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
air.velocity = -3.5, -7.6
air.cornerpush.veloff = 0
guard.cornerpush.veloff  = 0
yaccel = .50
fall = 1
fall.recover = 0

[State 2102, 6]
type = HitDef
trigger1 = AnimElem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 10,7
pausetime = 0,5
guardflag = M
getpower = 200,100
givepower = 0,0
priority = 6
guardflag = M
hitflag = MAFP
getpower = 400,350
givepower = 0,0
;sparkno = s22111
;guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s13,10
ground.type = low
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
guard.velocity = -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAFD;HLAFD+-
guardflag = MA
getpower = 200,100
givepower = 0,0
affectteam = E          ;B,E,F
animtype = hard
air.animtype = diagup
damage = 10,7
pausetime = 0,5
guard.pausetime = 0,10
;sparkno = s22112
;guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s13,10
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
yaccel = 0.5
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.damage = 50
numhits = 1
palfx.time = 0

[State 8220, 8]
type = HitOverride
trigger1 = time >= 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 22150

[State 8220, 9]
type = destroyself
trigger1 = Movehit = 1
trigger2 = Moveguarded = 1
;trigger3 = Pos Y >= 0 && vel y > 0










[Statedef 22151]
type = A
movetype = A
physics = N
;anim = 8220
velset = IfElse((Random <= 650),IfElse((Random <= 325),9,7),5),-IfElse((Random <= 650),IfElse((Random <= 325),14,12),10)
sprpriority = -4
ctrl = 0

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = S1100,0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=1
movetype = A

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6,>=0
value = 6

[State 8221, 1]
type = ChangeAnim
trigger1 = Anim != 22150
value = 22150

[State 8221, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8221, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8221, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 70
trigger1 = Vel y >= -32
y = -1.8

[State 8221, 5]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 70
trigger1 = Vel y <= 32
y = 1.7

[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(60) = -35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(61) = -60
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(60) = 35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(61) = 60

[State 8221, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8221, 7]
type = Explod
trigger1 = timemod = 2,0
anim = 22151
ID = 8221
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1

[State 8221, 8]
type = HitDef
trigger1 = animelem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 10,7
pausetime = 0,5
guardflag = M
getpower = 200,100
givepower = 0,0
hitflag = MAFP
;priority = 7
;sprpriority = 7
;sparkno = s22121
;guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s13,10
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
ground.velocity = var(61)/10,-8;-6,-8
ground.cornerpush.veloff = 0
air.velocity = var(60)/10,-7.6;-3.5, -7.6
air.cornerpush.veloff = 0
guard.cornerpush.veloff  = 0
yaccel = .50
fall = 1
fall.recover = 0

[State 2102, 6]
type = HitDef
trigger1 = AnimElem = 100
attr = S,HA
animtype = Hard
air.animtype = down;up
damage = 10,7
pausetime = 0,5
guardflag = M
getpower = 200,100
givepower = 0,0
priority = 6
guardflag = M
hitflag = MAFP
;sparkno = s22122
;guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s13,10
ground.type = low
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
ground.hittime = 22
ground.slidetime = 22
guard.velocity = -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAFD;HLAFD+-
guardflag = MA
getpower = 200,100
givepower = 0,0
affectteam = E          ;B,E,F
animtype = hard
air.animtype = diagup
damage = 10,7
pausetime = 0,5
guard.pause = 0,10
;sparkno = s22109
;guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s13,10
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
yaccel = 0.5
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.damage = 50
numhits = 1
palfx.time = 0

[State 8221, 9]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 22151

[State 8221, 10]
type = destroyself
trigger1 = Movehit = 1
trigger2 = Moveguarded = 1
;trigger3 = Pos Y >= 0 && vel y > 0
